The Darkest Zombie Apocalypse: Table of Contents
Chapter 1: Rules Summary
Chapter 2: Survivor Characters
Chapter 3: Living in the Apocalypse
Chapter 4: Equipment
Chapter 5: The Dangerous Trek
Chapter 6: Life and Undeath
Chapter 7: Surviving the Apocalypse
Chapter 8: Stress & Afflictions
Chapter 9: Rest & Downtime
Chapter 10: Challenges
Chapter 1: Rules Summary
DZA uses the same rules as Dungeons & Dragons, If you have questions about how a DZA rule works, you can usually find the answer there. You’ll want, at the very least, a copy of the Players Handbook, Dungeon Master’s Guide, and the Darker Dungeons document to play. While the Monster Manuals are useful they are not necessary, as many of the challenges that you will face will be included in this ruleset.
Character Creation
DZA doesn’t use races and classes the same way that Dungeons & Dragons Fifth Edition does. Instead, all characters are human and they all fall under a single class: Survivor. Furthermore, backgrounds act as both the “race” and “origin” for a character, offering up roleplaying notes and traits. Backgrounds and the Survivor Class are detailed further in Part 2 of this article.
Money
Thanks to the collapse of civilization, most currency is nearly useless. Instead, items and equipment are traded, with food being the common “gold standard.”
Vehicles
Vehicles are much more common in DZA, therefore there are special rules governing vehicles. Basic automobiles (those having two axles) do not require proficiency to operate. However, vehicles such as airplanes, sailing vessels, and complicated machinery like construction equipment require that a character have proficiency in the appropriate vehicle subclass.
Most vehicles require fuel of some sort to operate. If a vehicle does not have the proper fuel, it cannot function. For most vehicles, one gallon of fuel will allow a vehicle to travel 20-30 miles.
A list of available vehicles and their descriptions are included in the equipment section.
Multiclassing
Since there is only one real “class”, characters cannot multiclass. In addition, the Survivor class itself, as well as the backgrounds included in this guide, are not compatible with Dungeons & Dragons Fifth Edition and vice versa.
Feats
Because many of the background and survivor character features are similar to the feats listed in the Player’s Handbook, characters may not take feats in place of Ability Score Improvements.
Skills
Some of the skills in Dungeons & Dragons Fifth Edition are obsolete in DZA. Make the following changes to the available skills:
Remove Intelligence (Arcana) and Wisdom (Animal Handling) Add in Intelligence (Science)
Downtime Activities
Many of the downtime activities covered in the Player’s Handbook are still available, although you will need to remove “Practicing a Profession.” In addition, the requirements for money are removed. Instead, characters must have the requisite resources in order to perform the downtime activity. Examples are included below:
Crafting. You can use the appropriate artisan’s tools and proficiencies to improve your base of operations. You must have the raw materials in order to do so. For example, if you wish to improve a location’s defenses, you’ll need lumber or bricks. If you want to garden, you’ll need seeds, fertilizers, and tools. The GM decides what materials are needed.
Researching. You will need access to the proper research materials such as textbooks and laboratory equipment.
Training. In addition to training to learn a new language or a new tool, you can gain a weapon proficiency of your choice. It still takes 250 days to become proficient in a weapon.
Magic
Magic Despite the dead mysteriously coming to life, there is no magic and therefore, no spellcasting or magic items in DZA.
Creating Encounters
DZA is a dangerous world and survivors are not nearly as tough as traditional Fifth Edition adventurers. Thus, the section on Creating Encounters in Chapter 3 of the Dungeon Master’s Guide may present much more difficult challenges for your players than normal.
Special Rules Options
DZA is designed to be a much grittier, more realistic roleplaying setting. As such, it uses a number of optional rules from the *Dungeon Master’s Guide* and others from *Darker Dungeons* in order to drive home the horrific and challenging feel of the game. Of course, you are free to use all, some, or none of these rules options. Ultimately, it’s your game.
Ammunition Die (Usage Die)
Ammo is tracked via rolling die when using a bow, crossbow, or gun, more fun than tracking individual ammo counts and give a sense of urgency when your down to you last shot in a big fight.
Degrees of Success
Sometimes we succeed other times we fail, do you want to make a sacrifice to just crape by or take the fail and see what the outcome might just be.
Slot Based Inventory
In the apocalypse you can only carry so much gear with you, watch what you carry or get worn out from carrying to much loot.
Intelligent Initiative
Switch initiative to use INT instead of DEX to make intelligence more significant.
Journey and Survival
The apocalypse doesn't make it easy to survive, everyone has a role to keep your party safe, but food, water, and even sleep are hard to come by, watch yourselves or life will just get that much harder.
Lingering Wounds
Surviving in the apocalypse isn't just killing zombies, take enough of a beating and you gain wounds that can hinder you in combat, give you exhaustion, and even make it easier to get sick, so watch out and stay safe.
Massive Damage
When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table from page 273 of the Dungeon Master’s Guide.
Medical/Trauma Kit (Healer’s Kit) Dependency
You can’t spend any Hit Dice after finishing a short rest until someone expends one use of a medical kit to treat your wounds. If instead a trauma kit is used then the same will occur, but if the creature is below their maximum hit points they gain an additional roll equal to their highest hit die plus their Constitution modifier and gain temporary hit points equal to the total.
Quickdraw
Make inventory management more meaningful, have only 3 items you can get to quickly, the rest you have to spend time digging around in your backpack to find what you need.
Rookie Characters
Can you survive on just your background and nearly zero survival skills or will the rising dead eat you before you learn enough?
Slow Natural Healing
Characters only regain up to half their maximum hit points at the end of a long rest. But can still spend Hit Dice to heal at the end of a long rest, just as with a short rest.
Stress & Afflictions
Stress is a measure of pressure on a character's mental state, representing a build-up of negative emotions such as anger, fear, frustration, and irritation. Too much Stress is bad for your mental health and, if not treated carefully, can lead to detrimental Afflictions or even death.
Undeath
When a human dies in DZA, it returns as a zombie in 1d4 hours unless its brain is destroyed.
Wear & Tear
Gear wears down, guns jam, and armour becomes less effective, keep your gear in good condition of it might just break when you need it most.
Chapter 2: Survivor Characters
DZA doesn’t use races and classes the same way that Dungeons & Dragons Fifth Edition does. Instead, all characters are human and they all fall under a single class: Survivor.
How to Create a Survivor
The method for creating a survivor character in DZA is similar to the way it’s done for adventurers in Dungeons & Dragons Fifth Edition but with a few changes.
Choose a Background. In DZA, a background works as a character’s origin story and grants particular background traits that act similar to the way racial traits do in Dungeons & Dragons Fifth Edition. Additionally, it grants the same details of where your character came from, his or her original occupation, and the character’s place in DZA.
Survivor Class. All characters in DZA take the survivor class. However, the survivor class has certain archetypes chosen at 1st level (similar to subclasses in Dungeons & Dragons Fifth Edition) which help differentiate them from other survivors.
Determine Your Ability Scores. Like Dungeons & Dragons Fifth Edition, DZA uses Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma as the main ability scores. However, instead of rolling four 6-sided dice and recording the results of the three highest dice, roll two 6-sided dice add 4 and record the results as they lie. Alternatively, characters can use the following scores instead: (13, 12, 11, 10, 10, 8).
Describe Your Character. Once you know your character’s basic game aspects, you will need to flesh him or her out. Give them a name and spend a few minutes thinking about what they look like. Choose your character’s alignment and ideals. Then, identify the character’s bonds and flaws.
Choose Equipment. Your survivor’s background determines your character’s starting equipment, including weapons and other survival gear. Currency is virtually useless in DZA, but if you prefer, you can have your survivor start with a number of “trade points” to spend based on your background. Equipment lists are included in Part 3.
Survivor Backgrounds
Because there is only one “race” in DZA (humans), selecting a race is redundant. Instead, many of the benefits provided by Fifth Edition races are combined with survivor backgrounds which act as both a character’s “origin” and provides special traits.
Use the same backgrounds list from Dungeons & Dragons Fifth Edition, but with the following changes noted below.
There are two new backgrounds: athletes and healers. Furthermore, folk heroes and hermits are not background options in DZA.
Acolyte
Characters who have spent their life in the service of their religion or act as spiritual guides to others are acolytes. Acolytes may be priests, pastors, or even guidance counsellors.
Ability Score Increase.
Your Wisdom score increases by 1.
Skill Proficiencies.
You gain proficiency in Wisdom (Insight) and Intelligence (Religion).
Healer
You are familiar with treating the sick. Whenever you use a talent of 1st level or higher to restore hit points to a creature with less than half their maximum hit points, the creature regains additional hit points equal to 2 + the talent’s level.
Equipment.
A holy symbol, a prayer book, and a set of common clothes. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. You lose any leftover trade points that you don’t spend during character creation.
Athlete
Athletes have undergone extensive physical training. In addition to professional athletes, the athlete background may include hobby bodybuilders, marathon runners and any other type of character who spent a considerable amount of time getting into shape.
Ability Score Increase.
Your Strength or Dexterity score (your choice) increases by 1, and your Constitution score increases by 1.
Skill Proficiencies.
You gain proficiency in Strength (Athletics) and Dexterity (Acrobatics).
Physical Training.
When you are prone, standing up uses only 5 feet of your movement. Plus you can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Equipment.
Common clothes. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. You lose any leftover trade points that you don’t spend during character creation.
Charlatan
Charlatans have a way with people. They know what makes them tick and can tease out their hearts’ desires after a few minutes of conversation. Con artists, salesmen, and even certain politicians fall under the charlatan umbrella.
Ability Score Increase.
Your Charisma score increases by 1.
Smooth Talker.
You gain proficiency in Charisma (Deception) and Charisma (Persuasion). Choose one of these skills. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
Equipment.
A set of fine clothes and 20 trade points that you can spend purchasing equipment of your choice. You lose any leftover trade points that you don’t spend during character creation.
Criminal
Criminals have a history of breaking the law. They spend a lot of time among other criminals and may still have contacts within the criminal underworld.<
Skill Proficiencies.
You gain proficiency in Charisma (Deception) and Dexterity (Stealth).
Alert.
You gain a +5 bonus to initiative and you can’t be surprised while you are conscious. In addition, other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Equipment.
A crowbar, a set of dark common clothes including a hood, and a revolver with two piles of d6 ammo. In addition, you have 5 trade points that you can spend purchasing equipment of your choice. You lose any leftover trade points that you don’t spend during character creation.
Entertainer
Entertainers thrive in front of an audience. They know how to entrance them, entertain them, and even inspire them. Actors, musicians, and public speakers make excellent entertainers.
Ability Score Increase.
Your Charisma score increases by 2.
Skill Proficiencies.
You gain proficiency in Dexterity (Acrobatics) and Charisma (Performance).
Tool Proficiency.
You are proficient in one type of musical instrument of your choice.
Equipment.
Travellers clothes, and 15 trade points that you can spend purchasing equipment of your choice. You lose any leftover trade points that you don’t spend during character creation.
Medic (Replaces Healer)
Medics are able physicians. They can mend wounds quickly. Doctors and nurses are medics.
Ability Score Increase.
Your Intelligence score increases by 1 and your Wisdom score increases by 1.
Skill Proficiencies.
You gain proficiency in Intelligence (Investigation) and Wisdom (Medicine).
Medicine.
When you use a medicine kit to stabilize a dying creature, that creature also regains 1 hit point. Also, as an action, you can spend one use of a medicine kit to tend to a creature and restore a number of hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this trait again until it finishes a short or long rest.
Equipment.
A medical kit (d6 usage) and a set of common clothes. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. You lose any trade points that you don’t spend during character creation.
Labourer (Replaces Guild Artisan)
Labourer are skilled in a particular field and closely associated with other artisans. Auto mechanics, carpenters, electricians, plumbers, and other skilled workers are considered labourers.
Ability Score Increase.
Your Constitution score increases by 1.
Skill Proficiencies.
You gain proficiency in Wisdom (Insight) and Strength (Athletics).
Tool Proficiencies.
You gain proficiency in one type of artisan’s tools of your choice.
Durable.
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Equipment.
A set of traveller’s clothes, earplugs (box of 10) and a shovel. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. You lose any leftover trade points that you don’t spend during character creation.
Aristocrat (Replaces Noble)
Aristocrat understand wealth, power, and privilege. Typically, nobles are descended from powerful families who own considerable assets and may wield significant influence.
Skill Proficiencies.
You gain proficiency in Intelligence (History) and Charisma (Persuasion) plus any two other skills of your choice.
Languages.
You can speak one additional language of your choice.
Equipment.
A set of fine clothes and a piece of jewelry worth 5 trade points. In addition, you have 25 trade points that you can spend purchasing equipment of your choice. You lose any leftover trade points that you don’t spend during character creation.
Scholar (Replaces Sage)
Scholars spend years learning and researching a specific field of study. Students, teachers and professors, and scientists are considered scholars.
Ability Score Increase.
Your Intelligence score increases by 2.
Skill and Tool Proficiencies.
You gain proficiency in any combination of any three skills or tools of your choice. Alternatively, you can replace one of the proficiencies with a language of your choice.
Equipment.
A set of common clothes and a book. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. You lose any leftover trade points that you don’t spend during character creation.
Survivalist
Survivalists grew up in the wilds, far from civilization and the comforts of town and technology. Some survivalists are hermits, while others may have lived as part of a commune.
Ability Score Increase.
Your Strength or Dexterity score (your choice) increases by 1.
Skill Proficiencies.
You gain proficiency in Strength (Athletics) and Wisdom (Survival).
Tool Proficiencies.
You gain proficiency in one type of artisan’s tools of your choice.
Hunter.
You can hunt and track creatures with great ease, once per long rest on a ranged attack roll if you exceed the creatures AC by 5 or greater you may deal an extra 10 points of damage that the weapon normally deals.
Equipment.
Traveller’s clothes and a hunting rifle with two piles of d6 ammo. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. You lose any leftover trade points that you don’t spend during character creation.
Soldier
Soldiers have trained extensively in the use of firearms and hand-to-hand combat. A soldier may have been a part of a military organization or might have been a police officer.
Ability Score Increase.
Your Strength or Dexterity score (your choice) increases by 1.
Skill Proficiencies.
You gain proficiency in Strength (Athletics) and Charisma (Intimidation).
Weapons Familiarity.
You are familiar with nearly all firearms. Pick 2 weapons with either reload (box) or reload (internal) property when reloading one of these weapons you may do so as a free action a number of times equal to your Dexterity modifier per long rest.
Equipment.
Insignia of rank (or a badge), a uniform, and a Semi-Auto Pistol with d12 ammo. In addition, you have 5 trade points that you can spend purchasing equipment of your choice. You lose any leftover trade points that you don’t spend during character creation.
Traveler (Replaces Sailor)
Travellers spend years moving from location to location either by land, sea, or air. Long-haul truckers, sailors, and pilots are travellers.
Ability Score Increase.
Your Intelligence or Wisdom score (your choice) increases by 1.
Skills Proficiencies.
You gain proficiency in Wisdom (Perception) and Wisdom (Survival).
Tool Proficiencies.
You gain proficiency in one of the following: vehicles (air), vehicles (land), or vehicles (sea).
Observant.
You have a +5 bonus to your passive Wisdom (Perception) score.
Equipment.
A set of common clothes. In addition, you have 15 trade points that you can spend purchasing equipment of your choice. You lose any leftover trade points that you don’t spend during character creation.
Urchin
Urchins are destitute and poor. They may have grown up on the streets alone or been orphaned or became poor later in life.
Ability Score Increase.
Your Strength or Constitution score (your choice) increases by 1.
Skill Proficiencies.
You gain proficiency in Dexterity (Sleight of Hand) and Wisdom (Survival).
Brawler.
You are proficient with improvised weapons and your unarmed strike uses a d4 for damage.
Equipment.
A set of common clothes. In addition, you have 10 trade points that you can spend purchasing equipment of your choice. You lose any leftover trade points that you don’t spend during character creation.
Rookie Characters
If you want to run a dangerous and low powered apocalypse, or to explore a time before your characters became notable survivors, Use level 0 characters they have not yet mastered being a survivor, background, and wits to survive long enough to learn.
Creating a new rookie character is easy: simply pick a background, and your ability scores as normal. And that's it, you're done. Rookies don't gain a class until they survive an adventure or gain 150 XP and reach 1st-level.
Leveling Up
When your rookie levels up and reaches 1st-level, replace your core details (hit points, hit die,) with those of your class as per normal. As a keepsake, you keep your ability score increases and may keep one notable feature from your time as a rookie. Choose one of the following:
- Armour/weapon proficiency: Keep one armour/weapon proficiency, obeying any prerequisites.
- Talent: Keep one rookie talent (of your choosing) in addition to any others your class may grant.
- Extra hit points: Add your rookie hit point maximum (excluding CON) to your 1st-level hit point maximum.
Background Table
| Background | Ability Score Increase |
Hit Points |
Hit Die |
Proficiency Bonus |
Armour Proficiencies |
Weapon Proficiencies |
Simple Talents |
|---|---|---|---|---|---|---|---|
| Acolyte | Wis +1 | 3 + CON | 1d4 | +2 | — | All Simple, | 2 |
| Athlete | Str/Dex +1, Con +1 | 5 + CON | 1d8 | +2 | Complex | All Melee, Simple Ranged | — |
| Charlatan | Cha +1 | 4 + CON | 1d6 | +2 | — | All Simple, | 1 |
| Criminal | Dex +1 | 4 + CON | 1d6 | +2 | Complex | All Melee, Simple Ranged | — |
| Entertainer | Cha +2 | 4 + CON | 1d6 | +2 | — | All Simple, | 1 |
| Healer | Int+1, Wis +1 | 5 + CON | 1d8 | +2 | — | All Simple, | 1 |
| Laborer | Con +1 | 4 + CON | 1d6 | +2 | — | All Melee, Simple Ranged | 1 |
| Noble | — | 4 + CON | 1d6 | +2 | Complex | All Simple, All Martial | — |
| Scholar | Int +2 | 3 + CON | 1d4 | +2 | — | All Simple, | 2 |
| Survivalist | Str/Dex +1 | 5 + CON | 1d8 | +2 | — | All Simple, All Martial | 2 |
| Soldier | Str/Dex +1 | 6 + CON | 1d10 | +2 | Complex, Shields | All Simple, All Martial | — |
| Traveler | Int/Wis +1 | 5 + CON | 1d8 | +2 | Complex | All Melee, Simple Ranged | — |
| Urchin | Str/Con +1 | 3 + CON | 1d4 | +2 | — | All Melee, Simple Ranged | 2 |
The Survivor Class
As a Survivor, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Survivor level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per character level after 1st
Proficiencies
- Saving Throws: Choose one based on your class choice
- Expert: (a) Dexterity, (b) Intelligence
- Fighter: (a) Strength, (b) Constitution
- Leader: (a) Wisdom, (b) Charisma
- Armour: Simple Armour
- Skills: Choose any three skill proficiencies of your choice.
- Vehicles: Unfueled and simple vehicles
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any simple melee weapon.
- Survivor’s Pack: Includes a backpack, a sleeping bag, a mess kit, matches (d12 Usage), a standard flashlight, a battery, 10 days of rations, a canteen, and either a (a) hunting knife, or (b) pocket knife.
Survivor Archetype
At 1st level, you choose an archetype that you strive to emulate: Expert, Fighter, or Leader. All three are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd and 7th level.
Bonus Proficiency
At 2nd level, you gain proficiency in a saving throw of your choice.
Will to Live
Starting at 3rd level, once per short or long rest you can use to reroll a saving throw that you fail. If you do so, you must use the new roll.
Ability Score Improvement
When you reach 4th level, and again at 6th and 8th level, you can increase one ability score of your choice by 1. You can’t increase an ability score above 16 using this feature. And you may not select a feat in place of an ability score improvement.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Indomitable
Starting at 9th level, you can reroll a saving throw that fails, but you must use the new roll. When you use this feature, you can’t use it again until you finish a long rest.
Determination to Live
Starting at 10th level, when you fail a saving throw and use your Will to Live you instead roll with advantage, and may use it twice per short or long rest.
Class Level Table
| Level | Proficiency | Features | Simple Talents |
Talents | Slots | Use Level | XP |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Survivor Archetype | 2 | 2 | 1 | 1st | 0 |
| 2nd | +2 | Bonus Proficiency | 2 | 2 | 2 | 1st | 300 |
| 3rd | +2 | Will to Live, Archetype Feature | 2 | 3 | 2 | 1st | 900 |
| 4th | +2 | Ability Score Improvement | 3 | 3 | 2 | 2nd | 2,700 |
| 5th | +3 | Extra Attack | 3 | 4 | 2 | 2nd | 6,500 |
| 6th | +3 | Ability Score Improvement | 3 | 4 | 2 | 3rd | 14,000 |
| 7th | +3 | Archetype Feature | 3 | 5 | 3 | 3rd | 23,000 |
| 8th | +3 | Ability Score Improvement | 3 | 5 | 3 | 4th | 34,000 |
| 9th | +4 | Indomitable | 3 | 6 | 3 | 4th | 48,000 |
| 10th | +4 | Determination to Live | 4 | 6 | 4 | 5th | 64,000 |
Survivor Archetypes
While all survivors strive towards the common goal of prolonging their existence, not all survivors use the same methods to do so. The ideal of the survivor has three classic expressions: Expert, Fighter, and Leader.
Expert
You are a master of tactics and knowledge.
Bonus Proficiencies
Starting when you choose this archetype at 1st level, you gain proficiency in any combination of two skills, tools, or weapons of your choice.
Expertise
At 1st level, choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses that skill. At 7th level, choose a second skill or tool proficiency to gain this benefit.
Helpful
At 1st level, you are adept at giving well-timed assistance. On each of your turns, you can take the Help action as a bonus action.
Jack of Many Trades
Starting at 3rd level, you can add half your proficiency bonus to any ability check you make that uses a skill that doesn’t already include your proficiency bonus
Resilience
At 7th level, you gain proficiency in a saving throw of your choice.
Fighter
As you survive because of your martial prowess.
Bonus Proficiencies
Starting when you choose this survivor archetype at 1st level, you gain proficiency with martial weapons, complex armour and shields.
Second Wind
At 1st level, you can use your bonus action to regain hit points equal to 1d10 + your character level. Once you use this feature, you can’t do so again until you complete a short or long rest.
The number of hit points you regain increases as you level you add 1d10 at 3rd (2d10), 7th (3d10), and 10th (4d10).
Improved Critical
At 3rd level, your attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Combat Readiness
Starting at 7th level, you have advantage on initiative rolls.
Leader
You inspire others to follow you.
Bonus Proficiencies
When you choose this survivor archetype at 1st level, you gain proficiency in Wisdom (Insight) and Charisma (Persuasion).
In addition, you have proficiency with Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice).
Inspire
At 1st level, you can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 20 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier (minimum of 1). A creature can’t gain temporary hit points from this feature again until it has finished a short or long rest.
Ability 3
At 3rd level, as a bonus action you can inspire one creature within 60 ft of you that can hear you. A creature with Inspiration has 10 minutes in which to choose to roll a *d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls before deciding to use the Inspiration die, but it must do so before the GM says whether the roll succeeds or fails. Once the die is rolled, it is spent. A creature can have only one Inspiration at a time.
Diplomacy
Starting at 3rd level, if you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
Empathy
At 7th level, you can use your action to try to get an uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
Survivor Talents
This portion describes the most common talents used in ZACs 5e. The chapter begins with talent lists available to survivors. The remainder contains talent descriptions, presented in alphabetical order by the name of the talent.
Simple (0 Level)
- Clobber (Fighter)
- CPR (Expert)
- Crush the Dead (Fighter)
- Duck and Cover (Fighter)
- Encouragement (Leader)
- Focus Night Vision (Leader)
- Lookout (Fighter)
- Mock (Leader)
- Quick Fix (Expert)
- Signals (Leader)
- Simple Diversion (Expert)
- Sweet Talk (Leader)
- True Strike (Expert)
1st Level
- Animal Friendship (Leader)
- Charm Person (Leader)
- Command (Leader)
- Crackshot (Expert)
- Defensive Instinct (Fighter)
- Detect Undead (Expert)
- Discourage (Leader)
- Fierce Strike (Fighter)
- First Aid (Expert)
- Forceful Kick (Fighter)
- Hunter’s Mark (Leader)
- Instigate (Leader)
- Joke (Leader)
- Leadership (Leader)
- Motivate (Expert)
- Polyglot (Fighter)
- Rapid Fire (Expert)
- Rage (Fighter)
- Restrain (Fighter)
- Slam (Fighter)
- Sleeper Hold (Fighter)
- Sneak Attack (Expert)
- Sprint (Expert)
Simple Talents
Clobber
- Simple talent
- Performance Time: 1 action
- Range: Touch
- Tools: None
- Duration: Instantaneous
You throw a powerful punch at one target within 5 feet of you. On a hit, the target takes 1d8 bludgeoning damage, and it can’t take reactions until the start of its next turn.
This talent’s damage increases by 1d8 when you reach 5th level (2d8).
CPR
- Simple talent
- Performance Time: 1 action
- Range: Touch
- Tools: None
- Duration: Instantaneous
You perform CPR on a living creature that has 0 hit points. The creature becomes stable. This talent has no effect on undead or constructs.
Crush the Dead
- Simple talent
- performance Time: 1 Action
- Range: 30 feet
- Tools: None
- Duration: Concentration, up to 1 round
You focus on an undead target and crush it with your might, the next time you hit it with a weapon attack The target must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage. If the target is missing any of its hit points, it instead takes 1d12 bludgeoning damage.
This talent’s damage increases by one die when you reach 5th level (2d8 or 2d12).
Duck and Cover
- Simple talent
- Performance Time: 1 action
- Range: Self
- Tools: None
- Duration: 1 round
You protect yourself from an incoming attack. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing dealt by weapon attacks.
Encouragement
- Simple talent
- Performance Time: 1 action
- Range: 30 feet
- Tools: None
- Duration: Concentration, up to 1 minute
You speak to one willing creature within range. Once before the talent ends, the target can roll a d4 and add that number rolled to one ability check of its choice.
It can roll the die before or after making the ability check. The talent then ends.
Focus Night Vision
- Simple talent
- Performance Time: 1 action
- Range: Self
- Tools: None
- Duration: Concentration, up to 1 minute
You can focus your senses to see in darkness. For the duration, you see in total darkness as if it was dim light in a 10-foot radius around you.
Lookout
- Simple talent
- Performance Time: 1 Action
- Range: 30 Feet
- Tools: None
- Duration: Concentration, up to 1 minute
You keep an eye on one willing creature within range. Once before the talent ends, you can roll a d4 and add the number rolled to one saving throw of your choice. you can roll the die before or after making the saving throw. The talent ends when each creature has used this talent.
At Higher Levels. When you use this talent using a use slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Mock
- Simple talent
- Performance Time: 1 action
- Range: 60 feet
- Tools: None
- Duration: Concentration, up to 1 round
You unleash a string of insults at a creature within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
Quick Fix
- Simple talent
- Performance Time: 1 minute
- Range: Touch
- Tools: Simple tools or relevant artisan’s tools
- Duration: 1 round
This talent quickly repairs a single break or tear in an object such as a broken chain link, two halves of a broken key, a torn shirt, or a leaking gas tank.
As long as the break or tear is no larger than 1 foot in any dimension, you mend it; while it may have a trace of the former damage, it will continue to work so long as it isn’t damaged again.
Signals
- Simple talent
- Performance Time: 1 action
- Target: One creature
- Tools: None
- Duration: Concentration, up to 1 minute
You use your hands to make a series of signs to one creature you can see within 120 feet of you that can see you. If the target (and only the target) can see you, it understands your message and it can reply back with signals meaning yes, no, or I don’t know.
If the target also has the signals simple talent, it can instead reply using its own signals talent.
Simple Diversion
- Simple talent
- Performance Time: 1 action
- Range: None
- Tools: Simple tools or relevant artisan’s tools
- Duration: 1 minute
You create something that can create a sound or the appearance of an object that lasts for the duration. If you create a sound, its volume can range from a whisper to a scream. It can be a recording, a simple device that makes sounds, or any other sound you choose that seems reasonable.
If you create the appearance of an object–such as a person, muddy footprints, or vehicle running–it must be no larger than a 5-foot cube. Standing within 5 feet of the object reveals it to be an illusion. If a creature uses its action to examine the sound or image, the creature can determine that it is a diversion with a successful Intelligence (Investigation) check against your talent save DC.
If a creature discerns the diversion for what it is, it can ignore the diversion and inform others that it is not real.
Sweet Talk
- Simple talent
- Performance Time: 1 action
- Range: Self
- Tools: None
- Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the talent ends, the creature realizes that you were using tricks to influence its mood and becomes hostile toward you.
A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it.
True Strike
- Simple talent
- Performance Time: 1 action
- Range: 30 feet
- Tools: None
- Duration: 1 round
You focus on one target that you can see within 30 feet of you and gain a brief insight into the target’s defences. On your next turn, you gain advantage on your first attack roll against the target, provided this talent hasn’t ended.
1st Level Talents
Animal Friendship
- 1st-level Leader talent
- Performance Time: 1 action
- Range: 30 feet
- Tools: None
- Duration: 24 hours
This talent lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the talent fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the talent’s duration. If you or one of your companions harms the target, the talent ends.
At Higher Levels. When you use this talent using a talent use of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Charm Person
- 1st-level Leader talent
- Performance Time: 1 action
- Range: 30 feet
- Tools: None
- Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the talent ends or until you or your companion do anything harmful to it. The charmed creature regards you as a friendly acquaintance.
When the talent ends, the creature knows it was charmed by you.
Command
- 1st-level Leader talent
- Performance Time: 1 action
- Range: 60 feet
- Tools: None
- Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The talent has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the talent ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, it flies the minimum distance need to remain in the air.
At Higher Levels. When you use this talent using a talent use of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Crack Shot
- 1-st Level Expert talent
- Performance Time: 1 action
- Range: Self
- Tools: None
- Duration: Concentration, up to 1 round
You focus on one target that you can see within 30 feet of you and carefully aim your attack. On your next turn, your next attack automatically hits the target and it is a critical hit.
Defensive Instinct
- 1-st Level Fighter talent
- Performance Time: 1 action
- Range: Self
- Tools: None
- Duration: 8 hours
Your AC becomes 13 + your Dexterity modifier. The talent ends if you don armour or you decide to dismiss the effects of the talent.
Detect Undead
- 1-st Level Expert talent
- Performance Time: 1 action
- Range: Self
- Tools: None
- Duration: Concentration, up to 1 hour
For the duration, you know if there is an undead with 30 feet of you, as well as where the creature is located.
Discourage
- 1st-level Leader talent
- Performance Time: 1 action
- Range: 30 feet
- Tools: None
- Duration: Concentration, up to 1 minute
Choose up to three creatures you can see within range. The targets must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the talent ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you use this talent using a use slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Fierce Strike
- 1-st Level Fighter talent
- Performance Time: 1 action
- Range: Touch
- Tools: Melee weapon
- Duration: Concentration, up to 1 minute
Make a melee weapon attack against a creature you can reach. On a hit, the target takes an extra 2d6 damage. Additionally, if the target is a creature, it must succeed on a Wisdom saving throw or be frightened of you until the talent ends. As an action, the creature can make a Wisdom check against your talent save DC to steel its resolve and end this effect.
First Aid
- 1st-level Expert talent
- Performance Time: 1 action
- Range: Touch
- Tools: First aid kit
- Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your talent ability modifier. This talent has no effect on undead or constructs.
At Higher Levels. When you use this talent using a talent use of 2nd level or higher, the healing increases by 1d8 for each use level above 1st.
Forceful Kick
- 1-st Level Fighter talent
- Performance Time: 1 action
- Range: Touch
- Tools: None
- Duration: Instantaneous
Make an unarmed strike attack against a creature you can reach. On a hit, the target takes an extra 2d6 damage. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Hunter’s Mark
- 1st-level Leader talent
- Performance Time: 1 bonus action
- Range: 90 feet
- Tools: None
- Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the talent ends, you deal an extra 1d6 damage to the target whenever you hit with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival check you make to find it. If the target drops to 0 hit points before this talent ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you use this talent using a talent use of 3rd level, you can maintain your concentration on the talent for up to 8 hours.
Instigate
- 1st-level Leader talent
- Performance Time: 1 bonus action
- Range: 30 feet
- Tools: None
- Duration: Concentration, up to 1 minute
You attempt to compel a creature to fight you. One creature that you can see within range must make a Wisdom saving throw. On a failed save the creature is drawn to you, compelled by your charismatic demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this talent doesn’t’ restrict the target’s movement for that turn.
The talent ends if you attack any other creature if you use a talent that targets a hostile creature other than the target, if a creature friendly to you damages the target or uses a harmful talent on it, or if you end your turn more than 30 feet away from the target.
Joke
- 1st-level Leader talent
- Performance Time: 1 action
- Range: 30 feet
- Tools: None
- Duration: Instantaneous
A creature of your choice that can see and hear you finds you hilariously funny and falls into fits of laughter if this talent affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On success, the talent ends.
Leadership
- 1st-level Leader talent
- Performance Time: 1 action
- Range: 30 feet
- Tools: None
- Duration: Concentration, up to 1 minute
Choose three creatures you can see within range. Whenever a target makes an attack roll or a saving throw before the talent ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you use this talent using a use slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Polyglot
- 1-st Level Expert talent
- Performance Time: 1 action
- Range: Self
- Tools: None
- Duration: Concentration, up to 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see. It takes about 1 minute to read one page of text. This talent doesn’t decode secret messages in text.
Rapid Fire
- 1-st Level Expert talent
- Performance Time: 1 bonus action
- Range: Varies
- Tools: Firearm with the automatic or semi-automatic trait
- Duration: 1 round
Make a ranged weapon attack against a creature in range. On a hit, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. If you use this talent using a talent use of 2nd level or higher, the damage increases by 1d10 for each use level above 1st (to a maximum of 5d10).
Rage
- 1-st Level Fighter talent
- Performance Time: 1 bonus action
- Range: Self
- Tools: None
- Duration: 1 minute
You enter a rage. While raging, you gain the following benefits if you aren’t wearing complex armour:
-
You have advantage on Strength checks and Strength saving throws.
-
When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage rolls.
-
You have resistance to bludgeoning, piercing, and slashing damage.
You can’t use talents or concentrate on talents while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Restrain
- 1-st Level Fighter talent
- Performance Time: 1 bonus action
- Range: Touch
- Tools: None
- Duration: Concentration, up to 1 minute
Make a grapple attempt against a creature. If you are successful, the target must make a Strength saving throw or be restrained by you. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the grapple ends.
While restrained, the target takes 1d8 bludgeoning damage plus your talent save DC at the start of each of its turns. A creature restrained by you or one that can touch the creature can use its action to make a Strength check against your talent save DC. On a success, the target is freed.
Slam
- 1-st Level Fighter talent
- Performance Time: 1 action
- Range: Touch
- Tools: None
- Duration: Instantaneous
Make a melee weapon attack against a creature you can reach. On a hit, the target takes 3d10 bludgeoning damage.
At Higher Levels. When you use this talent using a talent use of 2nd level of higher, the damage increases by 1d10 for each slot level above 1st.
Sleeper Hold
- 1-st Level Fighter talent
- Performance Time: 1 action
- Range: Touch
- Tools: None
- Duration: 1 minute
Make a melee weapon attack against a creature you can reach. On a hit, you place the creature in a sleeper hold. The target must succeed on a Constitution saving throw or fall unconscious. The creature remains unconscious for the duration, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
Undead, constructs, and creatures that do not require air aren’t affected by this talent.
Sneak Attack
- 1-st Level Expert talent
- Performance Time: 1 reaction
- Range: Varies
- Tools: Melee or ranged weapon
- Duration: Instantaneous
You can use your reaction to deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The talent’s damage increases by 1d6 when you reach 3rd level (2d6), and 5th level (3d6).
Sprint
- 1-st Level Expert talent
- Performance Time: 1 action
- Range: Self
- Tools: None
- Duration: 1 hour
Your speed increases by 10 feet until the talent ends. At the end of the duration, you temporarily gain one level of exhaustion lasting 1 hour.
Chapter 3: Living in the Apocalypse
DZA is a survival horror game set in a zombie apocalypse. Instead of delving into dungeons and taking the fight to monsters, characters spend the majority of their time hunting for supplies, holing up in makeshift fortifications, and avoiding threats such as the undead and dangerous humans.
Base of Operations
Typically, a party of survivors (or “band”, if you will) makes their home in a location that is easy-to-defend from the living dead and other dangers. These bases of operation may not always be homes. Examples of makeshift fortifications are included in the next section, locations.
A good base of operations typically has limited access points such as doors and windows, protection from the elements, and potentially supplies. Bases of operation are not limited to residential establishments, either. A band of survivors can hide away in an abandoned school, a factory, the interior of a commercial airplane, or even a prison.
Fortifying a Location
The typical exterior door is made of heavy-gauge galvanized steel over a core of rigid foam. For residential establishments, the doors’ surfaces are typically coated with a polymer or vinyl and are wood-grain embossed. These doors have an AC of 19 with 25hp. Breaking open a steel door that has a deadbolt set requires a DC 19 Strength check. Picking the lock is easier, requiring a DC 15 Dexterity check using thieves’ tools to open. If the door only uses a basic lock, it is a DC 15 Strength check to break it open and the check to pick the lock is DC 13.
Interior doors are much weaker. Hollow core doors have an AC of 12 and only 10 hp. Solid wood doors have an AC of 15 and 15 hp. Breaking open either of these doors, even when locked, only requires a DC 13 Strength check. Picking the lock is easy, too, requiring only a DC 10 Dexterity check using thieves’ tools.
Windows have an AC of 13 regardless of size. Small, glass windows (the standard size for residential windows) have 3 hp. Breaking a window requires a DC 13 Strength check. Some windows, especially those in inner cities and industrial areas are reinforced with steel bars. Steel bars have an AC of 19 and 30 hp. A Strength check of 25 is required to bend steel bars.
Characters can spend up to 8 hours each day fortifying a location by boarding up its windows and doors. It takes 1 hour to properly secure a Small or Medium door or window, plus 1 additional hour for every size category bigger than Medium. The character must have the proper resources in order to fortify the door or window such as lumber, nails, etc.
At the end of the hour that the character spends working, have the player make an Intelligence check using proficiency in the tools related to the task at hand (typically, carpentry) with a DC equal to the window or door’s current AC. On a successful check, the door or window’s AC becomes 15, unless it is already higher, and it gains 5 hp. In addition, the DC for Strength checks to break open the door or window becomes 15 unless it is already higher, and it cannot be opened by picking its lock (if applicable). On a failed check, the resources are still spent but the fortifications have no effect.
Scavenging and Travel
Of course, it’s not always possible to simply hole up in a location and live there. Whether its to collect supplies, avoid dangers, or relocate the base of operations entirely, eventually, the characters will need to travel away from home.
Encounters while Traveling While the characters are scavenging, travelling, or camping in the wilderness, roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or night. An encounter occurs on a roll of 16 or higher. Roll another d20 and check the Encounters table for the terrain appropriate to where the characters and their base are. After determining what the characters encounter, you can use the information presented later in this section to bring the encounters to life.
If your players tire of random encounters, make such encounters less common by having them occurs on a roll of 18 or higher, or only 20. You can also let the players narrate their way through avoiding easy encounters, or you can increase the difficulty of easy encounters to keep them exciting. One way to make an encounter more challenging is to have it trigger a second random encounter. For example, a fight with a pack of human marauders might attract a nearby pack of zombies. You can also shorten encounters by having creatures flee when they lose tactical advantage or most of their hit points.
Of course, the dead never flee.
The random encounters in DZA aren’t tailored to characters of a particular level. If the characters encounter hostile creatures beyond their ability to defeat, give them opportunities to run, hide, negotiate, or otherwise avoid certain death. You can also have other creatures arrive and provide a distraction that the characters can use to make their escape.
Degress of Success
Sometimes, despite our best efforts, we don't always win. But not all failures are equal— sometimes we mess up a little, and sometimes we mess up catastrophically. Sometimes, we even have a chance to prevent failure—at a small, extra cost. This chapter introduces degrees of success, allowing you to judge the scale of success and failure accordingly.
Success & Failure
When you attempt an action that has a chance of failure, compare your result to the DC and check the list below to see just how well you did.
- Critical Success: You succeeded by 10 or more on a skill check, or rolled a natural 20 on an attack. Things have gone perfectly. You achieve your goal and something else happens in your favour.
- Success: You achieve your goal. Minor Failure or Success at a Cost: You failed by no greater than your proficiency bonus. You can choose to succeed, but something bad also happens as a consequence.
- Failure: You failed by 5 or more. Something bad happens you take damage, lose a hit die, a Condition worsens, etc.
- Critical Failure: You failed by 10 or more on a skill check or rolled a natural 1 on an attack. It's all gone badly for you and you suffer a second consequence in addition to the normal failure effects you take extra damage, lose a hit die, drop an item, etc.
Boons
| 2d8 | Boon |
|---|---|
| 2 | You gain a hit die |
| 3 | You find some loot |
| 4 | You move your enemy |
| 5 | You regain a talent slot |
| 6 | You deal extra damage |
| 7 | You heal some sanity |
| 8 | You may spend a hit die to recover some hit points |
| 9 | You may switch places with a nearby ally |
| 10 | You restore some hit points |
| 11 | You learn a piece of rare information |
| 12 | You (temporarily) lose one level of exhaustion |
| 13 | You apply a condition to your enemy |
| 14 | A condition improves |
| 15 | You gain advantage to your next roll |
| 16 | An item loses a notch |
Consecuenses
When a character fails an action, something bad happens. Here are some consequences you might apply when a character fails a roll one consequence for a failure, and two for a critical failure.
Consequences
| d8+d6 | Consequences |
|---|---|
| 2 | An enemy reacts and takes an action |
| 3 | You lose some sanity |
| 4 | You lose an item or ration |
| 5 | One of your conditions worsens |
| 6 | Your light goes out |
| 7 | An NPC becomes hostile to you |
| 8 | You or an ally take damage |
| 9 | You learn some misinformation |
| 10 | You gain the attention of the nearby enemies |
| 11 | You drop your weapon |
| 12 | You trip and fall prone |
| 13 | You are poisoned or diseased |
| 14 | You lose some ammunition or hit dice |
Success at a Cost
When you fail by a narrow margin, you can choose to instead succeed at a cost. You get what you want, but something bad happens to you as a consequence.
This may require some negotiation with the DM if you can't both agree on the cost, you can't succeed. Check the Offerings table below for some inspiration.
Success at a Cost
| d10 | Offering |
|---|---|
| 1 | Gain a level of exhaustion |
| 2 | One or more hit dice |
| 3 | One or more talent slots |
| 4 | An item gains a notch |
| 5 | You gain a condition |
| 6 | You gain the attention of the enemy |
| 7 | You are moved into a disadvantageous position |
| 8 | You lose an item or ration |
Encounters
Even the most well-defended base of operations can find itself in trouble. Roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or night. An encounter occurs on a roll of 18 or higher. Roll another d20 and check the Encounters table for the terrain appropriate to where the characters and their base are. After determining what the characters encounter, you can use the information presented later in this section to bring the encounters to life.
Banidits
A gang of bandits prowls the ruins of civilization in small groups, killing the undead and any weaker survivors they come across.
If this encounter occurs while travelling, the characters spot 3d4 bandits lead by a bandit leader wandering around. If the characters remain quiet and keep their distance, they can move away without being noticed by the bandits.
If this encounter occurs at the base of operations, 3d4 bandits lead by a bandit leader try to sneak into the characters’ camp and murder them. Any character on guard is warned of the attack with a successful DC 10 Wisdom (Perception) check.
Wild Animals
Encounters with wild animals are common in rural, forested, and mountainous regions. Roll a d6 to determine the animal’s situation:
| Result | Type of Encounter |
|---|---|
| 1-2 | The animals are hungry and scavenging. |
| 3-4 | The animals are in good shape but are actively hunted by another group of survivors or bandits. |
| 5 | The animals are in good shape but are surrounded by 3d4 zombies. |
| 6 | The animals are a bear, wild dogs, or wolves (GM’s choice), and see the characters as a food source and attack. |
Caches
The band finds a cache of supplies that have not yet been discovered or were left behind. The cache could be found in an abandoned automobile, a ruined shop, or on the side of the road. Roll a d20 and consult the Caches table to determine what the characters find.
| Results | Cache |
|---|---|
| 1 | A survivor’s pack |
| 2 | 7-day supply of preserved rations |
| 3 | 14-day supply of preserved rations |
| 4 | 30-day supply of preserved rations |
| 5 | 1d4 casks of water holding 5 gallons each |
| 6 | 1d4 cases of liquor holding 12 500 ml bottles each |
| 7 | 1d4 cans of gasoline holding 1 gallon each |
| 8 | 1 Trauma kit (d4 usage) |
| 9 | 15 bullets for an automatic pistol |
| 10 | An automatic pistol with a full clip (15 bullets) |
| 11 | A box containing 2d4 flares |
| 12 | 2 flashlights |
| 13 | Two-person tent and 1d4 survivor’s packs |
| 14 | A shotgun with 5 shells |
| 15 | Set of carpenter’s tools |
| 16 | 1d10 changes of clean clothing |
| 17 | A map of the region |
| 18 | Two-person tent and 1 medical kit (d6 usage) |
| 19 | 2 two-person tents, folding camp table, and four folding stools |
| 20 | 2 medical kit (roll d6 for each remaining usage die, 1>1, 2>d4, 3>d6, 4>d8, 5>d10, 6>d12) |
Encounter Table
| Encounter | Coast | Rural | Suburb | Urban | Mountain | Rivers | Forest |
|---|---|---|---|---|---|---|---|
| Bandits | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| Cache | 2 | 2 | 2-3 | 2-4 | 2 | 2 | 2 |
| Wild Animals | 3 | 3-5 | 4 | - | 3-11 | 3-5 | 3-11 |
| Soldiers | 4-5 | 6 | 5 | 5 | 12 | 6 | 12 |
| Survivor, Dead | 6 | 7 | 6 | 6 | 13 | 7 | 13 |
| Survivors | 7-9 | 8-10 | 7-8 | 7 | 14 | 8-9 | 14 |
| Zombie Herd | - | 11-13 | 8-12 | 8-12 | - | 10 | 15 |
| Zombies | 10-20 | 14-20 | 13-20 | 13-20 | 15-20 | 11-20 | 16-20 |
Soldiers
Despite civilization falling apart, there are still soldiers who band together and roam the post-apocalyptic environment.
If this encounter occurs while travelling and the characters have not been quiet, 1d4 + 1 soldiers lead by a soldier leader notice the characters first and stage an ambush. Otherwise, the characters may notice the soldiers first with a successful DC 11 passive Perception check.
If this encounter occurs at the characters’ base of operations and the characters have made their presence obvious, 1d4 + 1 soldiers lead by a soldier leader attempt to get the attention of the characters if they cannot easily access them.
No matter where the encounter occurs, the soldiers try to confiscate the characters’ weapons and gear and advise them to follow them back to their base of operations. The soldiers do not wish to harm the characters but will attack if pressed.
Survivors
The band runs into another band of survivors, consisting of 1d6 survivors. Roll a d6 to determine the group’s situation.
| Results | Type of Encounter |
|---|---|
| 1-2 | The survivors are lost, hungry, and desperate. There is a 25% chance that one is injured or bitten. |
| 3-4 | The survivors are in good shape but are actively hunted by bandits (30%) or zombies (70%). |
| 5 | The survivors are healthy and are looking for supplies. |
| 6 | The survivors are headed back to their base of operations. |
Zombies
One or more zombies stumble onto the survivors or vice versa. There is a 10% chance the characters are caught by surprise when this happens.
If the encounter occurs while the characters are travelling, 1d6 zombies appear and attack if they notice the characters.
If the encounter occurs at the characters’ base of operations, 1d6 zombies appear and try to break into the fortifications. Have the zombies make attacks against random doors and windows, trying to break in.
Dead Survivors
The world is strewn with the corpses and bones of those who have fallen victim to the dead (70%) or bandits (30%). When the characters discover one such victim, roll a d100 and use the Loot Drop table to see what, if anything, can be found on or near the remains.
| Results | Drop |
|---|---|
| 01-50 | None |
| 51-52 | A crude map of the surrounding area, showing a base of operations with a secret supply cache |
| 53-54 | A wallet stuffed with twenty $100 bills |
| 55-56 | A wedding ring with a large diamond |
| 57-58 | 3 candy bars which count as 1 day’s worth of rations |
| 59-60 | A magazine to a Semi-Auto pistol with a random ammo die |
| 61-62 | An expensive-looking watch |
| 63-64 | A flask filled with high-proof rum |
| 65-66 | A carton of cigarettes |
| 67-68 | A bag containing a medical kit a random usage die |
| 69-70 | A silver locket with a picture of a family inside |
| 71-72 | A bottle of whiskey |
| 73-74 | A bottle of wine |
| 75-76 | Semi-Auto Pistol with 1 bullet |
| 77-78 | A hunting rifle with a random ammo die |
| 79-80 | A hunting knife |
| 81-82 | A bag filled with soup cans (10 days worth of rations) |
| 83-84 | A spilled shopping cart filled with food preserves (20 days rations) |
| 85-86 | A full suit of riot gear |
| 87-88 | Binoculars |
| 89-90 | A guitar with one broken string |
| 91-92 | A crossbow with random ammo die of bolts |
| 93-94 | A survivor’s pack with a torn open backpack |
| 95-96 | A Stab-proof Vest |
| 97-98 | An automatic rifle with a random ammo die |
| 99-00 | 2 grenades |
Random Ammo/Usage Die
Roll a die equal to the maximum the item can have and round the result down to the nearest possible die.
Zombie Horde
When hundreds–even thousands of zombies–cluster together, they create horde. A horde is more of a force of nature than a monster, and are capable of killing an entire band of survivors instantly.
If the characters are travelling, they will notice the horde far in advance by its sight, smells, and sounds. The travelling characters will have to travel around the horde or wait for it to pass if they wish to continue forward. Each hour that the characters wait, roll a 1d8. On a roll of 1, the horde leaves the area.
If the characters are in their base of operations, the horde passes through and could potentially notice the characters. Have the characters make a group DC 14 Dexterity (Stealth) check. If the group succeeds, the characters must wait it out or try to escape. Otherwise, the zombie’s notice and attack (see below).
Each hour that the characters wait, roll a 1d8. On a roll of 1, the herd leaves the area. At the end of the hour, each character must make a Horror Check with a DC of 5 plus 1 for each hour they have been surrounded by the horde. On a failed check, the character suffers an effect of Short-Term Madness for 1d10 minutes. Roll a result on page 259 of the Dungeon Master’s Guide.
If the horde notices the characters for any reason, they attack the base of operations’ fortifications. If the base of operations has any window or door with an AC less than 18, the horde breaks through and floods the base of operations. Consider the entire base of operations plus an additional 1d4 x 100 feet surrounding the location filled with hundreds of zombies.
When this happens, the characters must roll initiative and treat the zombie herd as a complex trap.
- On initiative count 20, each creature surrounded by the zombie horde must succeed on a DC 10 Horror Check or suffer an effect of Short-Term Madness for 1d10 minutes. Roll a result on page 259 of the Dungeon Master’s Guide.
- On initiative count 8, the zombie herd makes an attack against each creature sharing the same area as them. Each non-undead creature in the same space as the zombie horde must succeed on DC 20 Dexterity saving throw or take 42 (10d6 + 7) piercing damage.
- The zombie’s count as difficult terrain.
- While surrounded by the zombie horde, creatures can take actions as normal. However, some of the actions work differently when taken against a zombie horde:
- Attack. The creature can take the Attack action against the zombie horde, rolling an attack roll (or multiple rolls if available) against the horde’s AC 8. If the creature lands a successful hit, the attack doesn’t deal damage. Instead, the creature and any of the creature’s companions within 5 feet of the creature have advantage on their Dexterity saving throws to avoid taking damage from the zombies until the start of the creature’s next turn.
- Dodge. The creature can take the Dodge action. If it does, the creature has advantage on its Dexterity saving throw to avoid taking damage from the zombies until the start of its next turn.
- Hide. The creature can make a DC 14 Dexterity (Stealth) check. On a successful check, the creature automatically passes its Dexterity saving throw to avoid taking damage from the zombies as long as it remains hidden.
Chapter 4: Equipment
Naturally, a lot of the equipment offered in the Player’s Handbook is irrelevant in DZA. DZA uses primarily modern weapons and equipment.
Slot-Based Inventory
Inventory is managed using item slots, not item weight. These abstract slots represent the combined storage capacity of your bags/belts/weapon sheaths/etc.
The more item slots you have, the more items you can carry. The average human can carry 25 slots, and the stronger you are, the more items you can carry. You gain a number of item slots equal to double your STR modifier or lose item slots equal to your STR modifier.
Item Sizes
Item size is measured in slots, telling you just how much space an item requires in your inventory. Items generally fall into one of four sizes: tiny, small, medium, and large.
Item Sizes
| Size | Description | Slots |
|---|---|---|
| Tiny | Very small (smaller than a hand); Can hold many in one hand. |
0.2 |
| Small | Short length (up to a handspan / 9 inches); Held comfortably with one hand. |
1 |
| Medium | Medium length (up to an arms-length / 2ft); Held with one hand. |
2 |
| Large | Long length (longer than an arm); Requires one or two hands to hold. |
3 |
Encumbrance
If you find yourself carrying more than your inventory capacity allows, you are encumbered. While you are encumbered:
- You have disadvantage on all rolls.
- Your speed is halved
- You gain hunger, thirst, and fatigue at twice the rate.
Variant: Quickdraw
If you want to make inventory access a little more restricting for your players, try using the Quickdraw variant rule.
Characters nominate any 3 items in their inventory as quickdraw items. Quickdraw items can be drawn/removed from the inventory using a free object interaction as normal. However, any non-quickdraw item can only be accessed using a full action.
A character may rearrange their inventory and change their quickdraw item selection during a short rest.
Food & Water
In addition to item slots, your character can freely carry one ration pack and one water canteen. These don't occupy any slots and can store a small number of basic supplies.
- Ration pack: Holds up to five basic food rations.
- Canteen: Holds enough liquid for five drink rations.
While these extra containers don't occupy any item slots, they can still be affected by NPCs and monsters—stolen, damaged, destroyed, etc. So beware
Trade Value
Instead of having a cost in gold like in Fifth Edition, equipment and loot have trade values that are negotiable. Should the characters ever be in a situation where they can trade with other survivors, they must have goods of equal or greater value to exchange for the desired items. The value of items depends on the one doing the trading. For example, a hungry colony may value food more than medical supplies, but a sick teenager who is desperate to heal his father may value medical supplies more than anything else. Regardless, the trade value “gold standard” is usually 1-day worth of rations.
Armour
Wearing armour means that you can't carry as much, but there is a trade-off you become more resistant to harm. If you are wearing armour and you are appropriately proficient you gain the following damage reduction. if you choose to use this ruleset damage cannot be reduced to less than 2 points if wearing simple armour and 1 point for complex armour.
Armour Damage Reduction
| Simple Armour | Bludgeoning | Piercing | Slashing |
|---|---|---|---|
| Leather Jacket | — | — | 1 |
| Kevlar-lined Coat | — | 1 | 1 |
| Stab-proof Vest | 1 | 2 | 1 |
| Soft Ballistic Vest | 2 | 3 | 1 |
| Complex Armour | Bludgeoning | Piercing | Slashing |
| Riot Gear | 3 | 3 | 2 |
| Lightweight Polymer | 3 | 3 | 3 |
| Ceramic Armour Vest | 3 | 5 | 4 |
| Heavy Tactical Armour | 5 | 6 | 5 |
| Shield | Bludgeoning | Piercing | Slashing |
| Wooden Shield | — | — | — |
| Riot Shield | 1 | 1 | 1 |
| Ballistic Shield | 3 | 3 | 3 |
Variant: Simple Damage Reduction
If you prefer a set of rules that are a bit easier to calculate quickly with minimal math try this. If you are wearing armour you gain the following feature based on the armour your wearing:
-
Simple Armour: Reduce any bludgeoning, piercing, and slashing damage by your proficiency bonus (rounded down) to a minimum of 1.
-
Complex Armour: Reduce any bludgeoning, piercing, and slashing damage by your proficiency bonus to a minimum of 1.
Simple Armour
Armour is not uncommon in DZA but still exists. Anyone can use simple armour but must have proficiency in complex armour to use it. Listed below are some types of armour that you might find.
Leather Jacket. Leather jackets work similarly to padded armour.
Kevlar-lined Coat A standard looking jacket light kevlar panels have been added to the inside to increase resistance to bladed weapons and small-calibre bullets.
Stab-proof Vest A vest that can be worn under or over clothing, being made of polycarbonate sheets makes mobility difficult but offers good protection from weapons.
Soft Ballistic Vest Soft vests are made of layers of woven or laminated fibres and can protect the wearer from small to medium ballistics
Complex Armour
Riot Gear Full bodysuit with substantial protection from blunt force trauma that adds a lot of blunt force protection but is cumbersome making stealth difficult.
Lightweight Polymer Lightweight composite armour that covers the vital areas of the torso, it offers good protection from most common firearms.
Ceramic Armour Vest Heavy Ceramic armour that covers the torso, it offers great protection from nearly all firearms.
Tactical Armour, Heavy A suit of ballistic armour that covers a large portion of the body, covering the front and sides of the torso, upper arms, and upper legs.
Shields
Occasionally you can find a shield among the ruins of civilization that may be of help, although most that exist are non-functional and for aesthetic purposes.
Wooden Shield. Used by historical reenactors and historical martial artists, it does offer a little bit of safety from dangers.
Riot Shield. Primarily police issued shield used in controlling riots, offering greater protection from improvised weapons and simple ranged weapons rioters used.
Ballistic Shield. Used almost exclusively by Special Police units and military, highly effective against firearms explosive shrapnel and other weapons.
Armour List
| Simple Armour | Armour Class (AC) | Strength | Stealth | Cost | Slots |
|---|---|---|---|---|---|
| Leather Jacket | 11 + Dex | — | — | 4 | 5 |
| Kevlar-lined Coat | 12 + Dex | — | — | 15 | 5 |
| Stab-proof Vest | 13 + Dex (max 2) | — | — | 28 | 5 |
| Soft Ballistic Vest | 14 + Dex (max 2) | — | — | 50 | 5 |
| Complex Armour | Armour Class (AC) | Strength | Stealth | Cost | Slots |
| Riot Gear | 15 + Dex (max 2) | Str 11 | Disadvantage | 90 | 10 |
| Lightweight Polymer | 16 | Str 10 | Disadvantage | 100 | 10 |
| Ceramic Armour Vest | 17 | Str 11 | Disadvantage | 120 | 10 |
| Tactical Armour, Heavy | 18 | Str 13 | Disadvantage | 150 | 10 |
| Shield | Armour Class (AC) | Strength | Stealth | Cost | Slots |
| Wooden Shield | 1 | — | — | 5 | 2 |
| Riot Shield | 2 | — | — | 15 | 2 |
| Ballistic Shield | 3 | Str 12 | — | 40 | 4 |
Weapons
Many of the weapons in DZA function the same way as their Fifth Edition counterparts. Naturally, many of the medieval weapons in the Player’s Handbook won’t be readily available in the modern setting.
Noise
Unlike most melee weapons or bows, firearms create a lot of noise when they are fired. Unless a weapon (a ranged weapon that has the ammo property) has the Suppressed. property, shots from the weapon can be heard 100 feet away. A firearm can be Suppressed if a suppressor is attached to the barrel end of the firearm.
When you make a ranged attack with a suppressed weapon, you don't automatically reveal your location while hiding. Any creature within 30 feet from the weapon can still hear the gunshot, but not necessarily where it's originated.
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
Ammo. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. The ammunition of a firearm is destroyed upon use. Other ammunition, such as arrows and crossbow bolts may be recovered. At the end of the battle, you can recover half of your recoverable ammunition by taking a minute searching the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.
Braced. A weapon that has the braced property is designed to be fired only when braced on a bipod, or a hard, stationary surface, such as a low wall. Bracing the weapon requires a bonus action. If the character moves after bracing the weapon, or drops the weapon, the weapon is no longer considered to be braced. While a weapon with this property is not braced, attack rolls with it are made at disadvantage.
Burst. A weapon that has the burst property can use multiple pieces of ammunition for each attack action. When attacking roll with disadvantage for each attack, Roll a number of ammo die one after another based on the burst number. If you cannot roll any more ammo die your attack ends.
Covert. You have advantage on Dexterity (Sleight on Hands) checks to conceal this weapon.
Finesse. When making an attack with a finesse weapon, you can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in the Player's Handbook.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Reload. You can fire a limited number of shots with this weapon before you need to reload. How the weapon is reloaded depends on the type of magazine it uses to store ammunition. Reloading firearms come in three basic types: box, internal, and linked.
Reloading a weapon via a full magazine is a bonus action except for linked firearms which is an action.
When reloading magazines during combat using individual bullets by hand, as an action you may go up one ammo die size up to a maximum d10, or up to a maximum d6 as a bonus action.
Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.
Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles. This category includes the cylinder of a revolver.
Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 3d20 bullets. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed, a friendly creature can use their bonus action if they have a hand free and are adjacent to you to assist with reloading, you can then reload as a bonus action on your next turn as long as the creature stays adjacent to you until the end of your turn.
Special. Some weapons have effects that are specific to them. These will be noted in the descriptions below the table.
Spray. A weapon that has the spray property can make a normal single-target attack, or it can spray a 10-foot-cube area within range that you can see. Each creature in the area must succeed on a Dexterity saving throw or take the weapon's normal damage. The DC equals 8 + your Dexterity modifier + your proficiency bonus if proficient. Do not roll ammo die for this attack, instead this action drops the ammo die down one size if its currently at any d20 size, or down two steps if its any size smaller you cannot use this action if the ammo die is a d6 or smaller.
Targets within the long range of the weapon make this saving throw with advantage. Creatures and objects which are larger than the targeted area automatically fail this saving throw.
Spread. When attacking a target within this weapon's normal range, roll an additional damage die and add it to the weapon’s damage. When fired at long range, you may apply the attack roll to an additional creature within 5 feet of the target. Roll damage against the secondary target separately.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a hatchet, you use your Strength, but if you throw a hunting knife, you can use either your Strength or your Dexterity, since the hunting knife has the finesse property.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property - the damage when the weapon is used with two hands to make an attack.
Special Weapons
Weapons with special rules are described here.
Tonfa. While wielding a tonfa in each hand, you have a +1 bonus to AC.
Flamethrower. A flamethrower consists of a pressurized tank containing fuel, connected to a tube with a nozzle. When you attack with a flamethrower, it shoots a 5-foot-wide, 30-foot-long line of flame.
Any creature caught in this area must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The DC equals 8 + your Dexterity modifier + your proficiency bonus if proficient.
Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage at the start of each of their turns. A creature can end this damage by using its action to fall prone or make a DC 10 Dexterity check to extinguish the flames.
A single gasoline tank provides a flamethrower with enough fuel for a d8 ammo die before it must be reloaded.
Refilling or replacing a fuel pack requires 1 minute and has a purchase value of X.
Sledgehammer A sledgehammer is a tool with a large, heavy head, attached to a long handle, It gives the wielder +5 to Strength checks to open doors or destroy other fortifications, but will cause a sound that can be heard from 45 feet away.
Sword Cane. This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, the sword component considered to be concealed when sheathed; it is noticed only with a Wisdom (Perception) or Intelligence (Investigation) check (DC 15).
Melee Weapons List
| Simple Melee | Value | Damage | Slots | Properties |
|---|---|---|---|---|
| Baton | 7 | 1d6 bludgeoning | 1 | Light |
| Brass Knuckles | 5 | 1d4 bludgeoning | 0.5 | Light, covert |
| Cleaver | 5 | 1d4 piercing | 1 | Light |
| Club | 1 | 1d4 bludgeoning | 1 | Light |
| Extendable Baton | 8 | 1d6 bludgeoning | 0.5 | Light, covert |
| Hatchet | 6 | 1d6 slashing | 1 | Light, thrown (range 20/60) |
| Hammer | 5 | 1d4 bludgeoning | 1 | Light, thrown (range 20/60) |
| Hunting Knife | 6 | 1d4 piercing | 0.5 | Finesse, light, thrown (range 20/60) |
| Machete | 6 | 1d8 piercing | 1 | Finesse, light |
| Pocket Knife | 5 | 1d4 piercing | 0.5 | Covert, finesse, light |
| Sap | 5 | 1d4 bludgeoning | 1 | Light, finesse |
| Staff | 2 | 1d6 bludgeoning | 2 | Versatile (1d8) |
| Tonfa | 8 | 1d6 bludgeoning | 1 | Light, finesse, special |
| Martial Melee | Value | Damage | Slots | Properties |
| Axe, Heavy | 8 | 1d8 slashing | 1.5 | Versatile (1d10) |
| Chain | 4 | 1d8 bludgeoning | 1 | Two-handed, reach |
| Longsword | 10 | 1d8 slashing | 1.5 | Versatile (1d10) |
| Sledgehammer | 6 | 2d6 bludgeoning | 2 | Two-handed, special |
| Sword Cane | 9 | 1d8 slashing | 1.5 | Finesse, special |
| Tomahawk | 9 | 1d10 slashing | 1.5 | Finesse, special, thrown (range 15/30) |
| Whip | 7 | 1d4 slashing | 1 | Finesse, reach |
Special Weapons
Weapons with special rules are described here.
Flare Gun. A flare gun can be used for signaling shooting 3 different colors (red, green, white) or 2 noises (bang, whistle) shooting into the air will produce a temporary light bright enough to be seen for 5 (white) or 10 (red, green) miles
- Color (Red, Green, White): Deals 1d6 fire damage with ongoing 1d6 fire damage (1d4 rounds).
- Bang: 5 ft radius on hit, Deals 2d4 Thunder Damage upon exploding.
- Whistle: Target is deafened until the start of their next turn?.
Tomahawk A tomahawk is a type of single-handed axe traditionally resembling a hatchet with a straight shaft, often employed as a hand-to-hand or a thrown weapon, this weapon can occasionally come with a hammer poll or a spike on the back of the weapon allowing you to change your damage type to piercing ( spike ) or bludgeoning ( hammer poll )
Heavy Machine Gun. The recoil of this weapon is far too large to be reasonably wielded without support, and should only be used when properly steadied. In addition to imposing disadvantage on attack rolls, anyone attacking with this weapon when it is not braced must make a DC 15 Strength saving throw or be knocked prone.
Ranged Weapons List
| Simple Ranged | Value | Damage | Slots | Properties |
|---|---|---|---|---|
| Carbine | 19 | 2d6 piercing | 5 | Ammo (range 80/320), reload (d12 box), versatile (2d8) |
| Crossbow | 10 | 1d8 piercing | 4 | Ammo (range 80/320), suppressed, loading, two-handed |
| Side-by-Side Shotgun | 19 | 2d8 piercing | 3 | Ammo (range 40/120), reload (d4 internal), burst (2) |
| Flamethrower | 20 | 3d6 fire | 6 | Ammo, reload (d8 tank), two-handed, special |
| Flare Gun | XX | special | 1 | Ammo (range 50/150), suppressed, loading, special |
| Holdout Pistol | 13 | 1d6 piercing | 2 | Ammo (range 30/90), loading, light, covert |
| Hunting Rifle | 18 | 2d10 piercing | 4 | Ammo (range 180/540), reload (d6 box), two-handed |
| Machine Pistol | 20 | 3d4 piercing | 2 | Ammo (range 50/150), reload (d20 box), burst (5), light |
| Revolver | 7 | 2d6 piercing | 2.5 | Ammo (range 50/150), reload (d6 internal) |
| Sawed-Off Shotgun | 12 | 2d8 piercing | 3 | Ammo (range 20/60), loading, spread |
| Semi-Auto Pistol | 17 | 2d6 piercing | 2 | Ammo (range 50/150), reload (d10 box), light |
| Shortbow | 9 | 1d8 piercing | 2 | Ammo (range 80/320), suppressed, two-handed |
| Martial Ranged | Value | Damage | Slots | Properties |
| Sniper Rifle | 23 | 2d12 piercing | 10 | Ammo (range 200/800), reload (d6 box), braced, two-handed |
| Assault Rifle | 21 | 2d8 piercing | 5 | Ammo (range 80/320), reload (d20 box), spray, two-handed |
| Auto Carbine | 20 | 2d6 piercing | 3 | Ammo (range 80/320), reload (d12 box), burst (3), versatile (2d8) |
| Compound Bow | 11 | 1d12 piercing | 2.5 | Ammo (range 150/600), suppressed, two-handed |
| Heavy Machine Gun | 25 | 2d12 piercing | 10 | Ammo (range 100/400), reload (3d20 linked), spray, two-handed, braced, special |
| Hunting Crossbow | 11 | 1d12 piercing | 5 | Ammo (range 100/400), suppressed, loading, two-handed |
| High-Caliber Revolver | 13 | 2d8 piercing | 2 | Ammo (range 80/320), reload (d6 internal) |
| Light Machine Gun | 23 | 2d10 piercing | 7.5 | Ammo (range 80/320), reload (2d20 linked), burst (5), braced, spray, two-handed |
| Recurve bow | 10 | 1d10 piercing | 1.5 | Ammo (range 120/480), suppressed, two-handed |
| Pump-Action Shotgun | 18 | 2d10 piercing | 3.5 | Ammo (range 30/90), reload (d8 internal), spread, two-handed |
| Semi-Auto Shotgun | 19 | 2d8 piercing | 4 | Ammo (range 30/90), reload (d8 internal), burst (2), spread, two-handed |
| Submachine Gun | 20 | 2d6 piercing | 3 | Ammo (range 80/240), reload (d20 box), burst (3), spray |
Ammo (Usage Die)
Some weapons require ammunition of some kind arrows, bolts, and bullets will be the most common. But in the heat of battle, it's not always clear exactly how much ammo is left.
Instead of tracking each individual shot, take a d12 this is your Ammo Die roll it whenever you take a shot: if you roll a 1 or 2 the die gets one size smaller.
Items such as Medical kits don't require ammunition but still have a limited number of uses shown as Usage Die which work the same way as Ammo Die.
Ammo Die
The weight and cost of ammo are determined by the damage die of the weapon it is used for. Shotgun shells are a little heavier; use the weight value for bullets based on the chart below.
| 3d20→2d20→d20→d12→d10→d8→d6→d4→1 |
If you're down to one piece of ammunition and you use it, that's it you've used the last piece, so remove the ammunition completely from your inventory. Different weapons will have a variety of maximum ammo capacities, ammo capacities will be indicated on the weapon and cannot be increased above the weapons standard maximum.
Some weapons have more than a single d20 for an Ammo Die, if you do you roll only a single d20 and if it would be reduced in size like normal instead remove the extra d20 and continue normally.
Replenishing Ammo
To increase your ammunition die you can recover ammo from the environment, buy a new stack, or pay a small percentage of the total cost to increase your die by one step based on the maximum die size for that ammo type, For example, to replenish a stack of arrows (max size d12) from d8 to d10 would cost (20% of buying a new d12).
Replenishing Ammo Cost
| Die Max | Cost per Size Increase |
|---|---|
| 3d20 | 12.5% |
| 2d20 | 14% |
| d20 | 17% |
| d12 | 20% |
| Die Max | Cost per Size Increase |
|---|---|
| d10 | 25% |
| d8 | 33% |
| d6 | 50% |
| d4 | 100% |
Average Uses per Die Size
| Die Size | Remaining Uses (Average) |
|---|---|
| 3d20 | 50 |
| 2d20 | 40 |
| d20 | 30 |
| d12 | 20 |
| Die Size | Remaining Uses (Average) |
|---|---|
| d10 | 14 |
| d8 | 9 |
| d6 | 5 |
| d4 | 2 |
Ammo Weights and Bullet Types
Based on the damage a bullet does it can have varying weights, and can only be put into similar guns designed for that bullet, this represents a probable chance of finding ammo for your a gun that is not the same as yours.
For example you find a stash out in the wasteland and find a pile of ammo that does d4/d6 damage but you have a Shotgun that does 2d8 damage it would not work as the damage die are incompatible, a Carbine would work as it does 2d6 damage.
Purchase values for bullets are for a d20 Ammo Die worth of rounds.
| Weapon Damage |
Cost | 1 to d8 | d10 to d20 | extra d20 |
|---|---|---|---|---|
| d4/d6 | 10 | 1 | 1.5 | 1 |
| d8/d10 | 18 | 1.5 | 3 | 1 |
| d12 | 22 | 2 | 4 | 1 |
Other Ammunition
These types of ammo will always take up the same amount of space due to how they are carried even if they may not weigh a lot they do take up a fixed space,.
| Type | Cost | Slots |
|---|---|---|
| Arrows (d20 ammo) | 5 | 2 |
| Crossbow Bolts (d12 ammo) | 4 | 2 |
| Flamethrower Tank (d8 ammo) | 6 | 3 |
| Flare Gun Ammo (d8 ammo) | x | 1 |
Variant: Detailed Ammo
If you want extra granularity with bullets and guns in your apocalypse you can use this rule and subsequent table. This rule is intended for extra realism.
Each damage die is not compatible with any other, d4 ammo wont work in d6 gun with this variant rule.
Bullets Weights
| Weapon Damage |
d4 (2) | d6 (5) | d8 (9) | d10 (14) | d12 (20) | d20 (30) | 2d20 (40) | 3d20 (50) |
|---|---|---|---|---|---|---|---|---|
| d4 | 0.5 | 0.5 | 1 | 1 | 1.5 | 2.5 | 3.5 | 4.5 |
| d6 | 0.5 | 1 | 1 | 1.5 | 1.5 | 2.5 | 3.5 | 4.5 |
| d8 | 1 | 1 | 1.5 | 1.5 | 2 | 3 | 4 | 5 |
| d10 | 1 | 1.5 | 1.5 | 2 | 2 | 3 | 4 | 5 |
| d12 | 1.5 | 1.5 | 2 | 2 | 3 | 4 | 5 | 6 |
Bullets Costs
| Die | d4 (2) | d6 (5) | d8 (9) | d10 (14) | d12 (20) | d20 (30) | 2d20 (40) | 3d20 (50) |
|---|---|---|---|---|---|---|---|---|
| d4 | 2 | 3 | 4 | 6 | 8 | 12 | 16 | 20 |
| d6 | 3 | 4.5 | 6 | 9 | 12 | 18 | 24 | 30 |
| d8 | 4 | 6 | 8 | 12 | 16 | 24 | 32 | 40 |
| d10 | 5 | 7.5 | 10 | 15 | 20 | 30 | 40 | 50 |
| d12 | 6 | 9 | 12 | 18 | 24 | 36 | 48 | 60 |
Wear & Tear
Everything decays, given enough time. It's hard to keep your gear in good shape out in the wilds guns jam, bow strings break, edges dull, and armour wears. Nothing stays in perfect condition forever especially given the rigors of day-to-day surviving. Keep a good whetstone in your pack and a sharp sword in your hand to survive the dangers ahead.
This Section introduces rules to help track wear and tear on your items, how damage affects your gear, and how to repair and temper your equipment to prevent future damage
Item Degradation
Items degrade with use, losing condition until they become useless. This is measured with notches, the more notches an item has, the more it has degraded.
Items gain notches through damage and critical failures, and must be repaired or otherwise restored using the correct skills, tools, and expertise to function properly again.
Damaging Items
Any object that can suffer damage can become notched, reducing its functionality and quality through scratches, chips, dents, and cracks.
Objects generally fall into one of three categories: weapons, armour, and miscellaneous items
Armour
Armour gains a notch when you are critically hit by an attack. Each armour notch reduces your total AC by 1.
If you are not wearing any armour and are critically hit by an attack, select a random item in your inventory that item gains a new notch instead.
Weapons
Weapons—both melee and ranged—gain a notch when you critically fail an attack with them.
Each weapon notch reduces by one step the damage die you roll with that weapon (to a minimum of 1):
| Degredation |
|---|
| 1d12 → 1d10 → 1d8 → 1d6 → 1d4 → 1 |
Some weapons roll multiple die for their damage for example, sledgehammers rolling 2d6. In these cases, each notch reduces just one die at at time:
| Degredation |
|---|
| 2d6 → 1d6 + 1d4 → 2d4 → 1d4 + 1 → 2 → 1 |
A weapon's damage cannot go below 1, but it can still gain additional notches. These must be repaired as normal to restore the weapon's damage dice.
Miscellaneous Items
All other items gain a notch whenever appropriate, often when they take direct damage or are used in a failed skill check such as rolling a natural 1 to open a door with a set of lockpicks.
Each notch reduces the item's effectiveness by 1, adding a cumulative -1 penalty to any roll made using that item. Using a lockpick with one notch, for example, will apply a -1 penalty to your lockpicking attempts.
Shattered Gear
Everything falls apart eventually, given enough damage and time. Your items can break irreparably if they suffer too many notches, becoming useless scrap.
Most objects are sturdy enough to withstand a fair amount of punishment, but be careful with delicate items any more than one single notch and they shatter
Item Fragility
| Fragility | Description | Maximum Notches |
|---|---|---|
| Delicate | Thin glass, ceramics, complicated or tiny machinery | 1 |
| Sturdy | Wood, metal, well-made goods | 10 |
| Indestructible | Thick stone, strong metals | 100+ |
Sacrificing Weapons and Armour
When you hit with an attack, you can shatter your weapon to roll its original un-notched damage die. Decide this before you roll your damage.
Likewise, you can sacrifice your armour when hit by an attack to reduce the damage taken by 3d6 for simple armour, 3d10 for complex armour, it falls apart irreparably in the process. You can decide this after damage is dealt.
Repairing Items
Items can be repaired by an appropriate craftsman, costing 10% of the item price per notch. Depending on the item, this may require rare or expensive components.Characters may, if they're proficient, also use relevant tools to perform basic repairs on their gear while out traveling a whetstone to smooth out a notch, a sewing kit to patch up clothes, a hammer to tap out a dent.
Repairs of this kind generally require an hour, tools, and a successful Intelligence check. Failure, however, could result in creating a new notch if not careful.
Quick Fix
The Quick Fix Talent repairs broken items a torn bag, a split bow, a torn page. Notches, however, represent only minor damage to an item not a complete break and cannot be removed with Quick Fix.
You can, however, use Quick Fix to restore an item that has shattered from too many notches. A restored item is usable again, but has the maximum number of notches without repairs, it will break again with one more notch.
You can't use Quick Fix to restore a weapon or armour you have sacrificed, that gear is far too ruined for your simple talent to have any effect on.
Upgraded Gear
With the right skills and the right materials, you can make your gear more resistant to wear and tear. This is called upgrading and it reduces the number of notches your equipment takes from critical failures.
Upgrade Qualities
When you upgrade an item, you strengthen the material so that it can withstand more punishment and remain effective for longer a tempered crossbow becomes harder to wear, and upgraded armour harder to crack. The better the better, the stronger your equipment.
There are two grades of upgrades beyond civilian gear, each more exclusive and expensive than the last: Professional, Military.
Upgrading Gear
| Quality | Rarity | Critical Failure |
|---|---|---|
| Civilian | Common | Gains 1 notch |
| Professional | Uncommon | Gains ½ (0.5) notch |
| Military | Rare | Gains ¼ (0.25) notch |
Why Upgrade Gear?
At higher levels, survivors can make multiple attacks per round, this means an increased likelihood of rolling a 1 and gaining a notch on their weapons.
Upgrading allows characters to improve their equipment so that, even though they may roll more 1s on average, notches are less damaging to their equipment.
A tempered piece of equipment is less vulnerable to the effects of wear and tear. When you would gain 1 notch from a critical failure (such as when attacking or defending), you instead gain only a fraction of a notch a half or a quarter, depending on the quality.
Applying an Upgrade
To upgrade a piece of equipment, you need four things: time, facilities, materials, and skill. You won't usually be able to upgrade gear yourself such work requires special training so keep an eye out for trained craftsmen.
Upgrading Costs
| Quality | Cost | Time | Upgraded Value |
|---|---|---|---|
| Professional | Base Value x 2 | 3 days | Base Value x 3 |
| Military | Base Value x 4 | 1 week | Base Value x 6 |
Craftsmen
It's relatively straight forward to find someone who can apply a professional upgrade (for a price, of course), but military is extremely rare you'll need to search far and wide for such skilled craftsmen.
Rare Materials
Rare and unique equipment may require special materials for upgrading, gun parts from a military base, higher quality steel, tougher armour inserts. Recovering these components may be an adventure in itself.
Reparing Upgraded Gear
As you upgrade equipment, its inherent value increases. But it also becomes more expensive to repair damage whilst maintaining the upgrade make sure you have enough materials to look after your gear.
Item Quality
The quality of an item affects how people treat it. Lower quality items are more likely to have visual defects, such as dents and scratches, that mark how it's been used.
This doesn't affect the item's effectiveness, but it may change how NPCs react, a merchant will offer much less for damaged goods. Sometimes, you might want your goods to have a few scratches a survivor who wears pristine gear may look like an easy target.
There are four grades of item quality:
- Pristine. Never been notched. This item looks, feels, and smells brand new.
- Worn. Has had only one notch at a time. This item has one main defect that indicates use.
- Well-Worn. Has had two or three notches at one time. This item shows heavy signs of use.
- Scarred. Has had four or more notches at one time. This item looks shabby and in poor condition.
Resale Value
| Quality | Resale Value | Quality | Resale Value |
|---|---|---|---|
| Pristine | 75% | Well-Worn | 25% |
| Worn | 50% | Scarred | 10% |
Restoring Items
Item quality can be restored by an appropriate craftsman. This usually requires 1 week per grade, though rare or delicate items may take longer.
| Quality | Cost |
|---|---|
| Worn to Pristine | 50% |
| Well-Worn to Worn | 30% |
| Scarred to Well-Worn | 10% |
Survival Gear List
The following items are commonly found and used by survivors in DZA. Of course, all modern goods can be found in DZA, but may not have value to survivors. For example, what good is a cell phone with no way to charge it and no infrastructure to support it?
| Item | Slots | Cost |
|---|---|---|
| Backpack | x | 4 |
| Ball bearings (1,000 in bag) | x | 2 |
| Binoculars | x | 4 |
| Blanket | x | 1 |
| Boltcutter | x | 5 |
| Book | x | 2 |
| Bottle (glass) | x | 1 |
| Bottle (plastic) | x | 0.5 |
| Caltrops (bag of 20) | x | 2 |
| Car entry kit | x | 20 |
| Candle (5) | x | 1 |
| Canteen | x | .5 |
| Chain (10 feet) | x | 2 |
| Chalk | x | .5 |
| Climber's kit | x | 12 |
| Clothes, camouflage | x | 15 |
| Clothes, cold weather | x | 12 |
| Clothes, common | x | 2 |
| Clothes, fine | x | 10 |
| Clothes, traveller’s | x | 5 |
| Clothes, uniform | x | 4 |
| Compass | x | 3 |
| Crowbar | x | 2 |
| Emergency blanket | x | 1 |
| Earplugs (box of 10) | x | 2 |
| Earplugs, reusable | x | 5 |
| Fire extinguisher | x | 3 |
| Fishing tackle | x | 9 |
| Flares (5) | x | 10 |
| Flask | x | 1.5 |
| Gas mask | x | 12 |
| Gasoline (1 gallon) | x | ???? |
| Item | Slots | Cost |
|---|---|---|
| Glow sticks | x | 0.2 |
| Grapling Hook | x | 3 |
| Handcuffs | x | 2 |
| Hunting Trap | x | 7 |
| Ladder (10-foot) | x | 5.5 |
| Lantern, | x | 1 |
| Lantern, bullseye | x | 5 |
| Lantern, candle | x | 2 |
| Lantern, hooded | x | 2.5 |
| Lighter | x | 0.5 |
| Lighter, Buntane | x | 0.5 |
| Lock | x | 1 |
| Medical kit (d12 Use) | x | ???? |
| Mess kit | x | 1 |
| Metal detector | x | 7 |
| Multipurpose tool | x | 10 |
| Oil (Gun, Mineral, Other) | x | 2 |
| Painkillers, regular (d8 use) | x | 0.5 |
| Painkillers, strong (d6 use) | x | 2 |
| Portable Ram | x | 7.5 |
| Rations (1 day) | x | ???? |
| Road map | x | 8 |
| Rope, hempen (50 feet) | x | 2 |
| Rope, paracord (50 feet) | x | 1 |
| Saw | x | 2 |
| Saw, Folding | x | 4 |
| Saw, Metal | x | 4 |
| Shovel | x | 2 |
| Signal Flare | x | 1.5 |
| Spike strip | x | 15 |
| Stretcher, folding | x | 7 |
| Sleeping bag | x | 2 |
| Item | Slots | Cost |
|---|---|---|
| Tent, 1-person | x | 5.5 |
| Tent, 2-person | x | 12 |
| Tent, 4-person | x | 20 |
| Tent, 8-person | x | 35 |
| Trauma kit (d6 Use) | x | ???? |
| Zip-ties, Light (d10 Use) | x | 0.5 |
| Zip-ties, heavy (d6 Use) | x | 1 |
| Electronics | Slots | Cost |
| Battery | x | 1 |
| Charger, Solar | x | .5 |
| Flashlight, standard | x | 1.5 |
| Flashlight, large | x | 3 |
| Flashlight, small | x | 0.5 |
| GPS | x | 7 |
| Lantern, battery | x | 10 |
| Lantern, solar | x | 15 |
| Two-way Radio | x | 3 |
| Watch | x | 1.5 |
| Firearms Accessories | Slots | Cost |
| Box magazine | x | 1.5 |
| Holster, Concealed | x | 2 |
| Holster, hip | x | 2 |
| Deployable Bipod | x | 4 |
| Laser sight | x | 9 |
| Speed loader | x | 3 |
| Scope, x2 | x | 7 |
| Scope, x4 | x | 9 |
| Scope, x8 | x | 12 |
| Scope, thermal | x | x2.5 |
| Suppressor, pistol | x | 5.5 |
| Tactical flashlight | x | 1.5 |
Survival Gear
Some gear you will find in the player’s handbook the items the rest are described below.
Binoculars. Objects viewed through binoculars are magnified to twice their size.
Boltcutter. An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. Using a bolt cutter requires a Strength check (DC 10).
Car entry kit. A bag of wedges, thin hooked metal strip, and other specialty tools to open any locked vehicle without damage. Using the car entry kit requires a dexterity check (DC 20) on complex vehicles and a dexterity check (DC 15) on simple vehicles.
Clothes, Camouflage. Camouflage clothing is designed to avoid detection, but it applies only in environments the clothing is patterned for. For example, forest-coloured camouflage clothing has no benefit in snowy or desert environments.
These camouflage rules apply generally to various camouflage methods. When you would suffer disadvantage on a Dexterity (Stealth) check because your appearance starkly contrasts your background, such as while hiding in a snowy field, the use of camouflage can negate this disadvantage. Likewise, if another creature attempts a Wisdom (Perception) check that would gain advantage for the same reason, the advantage is negated by your camouflage.
Emergency blanket. Can be use in place of a sleeping bag but has a chance to easily tear and become unusable, roll a d20 every time the emergency blanket is used. On a result of 1, the blanket is torn and deteriorates quickly becoming useless.
Earplugs. You can use an action to insert earplugs into your ears, or to remove them. While worn, you have the deafened condition, even though sounds are not perfectly disrupted. You have advantage on any saving throw to resist attacks that require you to hear them. you can also sleep in loud areas with no ill-effets related to sound, but have disadvantage on initiative if your sleep is interupted by combat.
Fire Extinguisher. A fire extinguisher has d8 usage die. As an action, you can expend one use to extinguish a 5-foot cube of fire.
Gas Mask. This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. While wearing the mask you are immune to inhaled poisons and airborne diseases. The mask comes with one installed filter and one spare. The filter lasts for 12 hours of use, and changing a filter is an action.
Glow Sticks. This disposable plastic stick, when activated as a bonus action, uses a chemical reaction to create light for 1 hour, shedding bright light in a 5-foot radius, and dim light for a additional 5 feet. Once activated, it can’t be turned off or reused.
Grappling Hook. Securing a grappling hook requires an action and a Dexterity (Athletics) check against a DC of 5, + 2 for every 10 feet of distance the hook is thrown. (This is a non-standard pairing of an ability and a skill.) The maximum height the hook can be thrown is 20 feet, + 2 feet per point of your Strength score. (If using a lighter rope, like paracord, the maximum height is 30 feet, plus 3 additional feet per point of Strength.) Failing the check by 5 or more means the hook fails to catch and falls back immediately. Failure by 4 or more means that the hook holds initially but comes loose after 1d4 rounds of supporting weight.
The DM should roll your Dexterity (Athletics) check in secret so you do not know if the hook is secure or not; a wise climber, one who has enough time for caution, will test the rope for a bit to make sure the hook is secure.
Handcuffs. These metal restraints can bind a Small or Medium creature. Escaping the handcuffs requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of handcuffs comes with one key. Without the key, a creature proficient with thieves' tools can pick the handcuffs' lock with a successful DC 15 Dexterity check. Handcuffs have 15 hit points.
Lantern, Candle. A candle lantern casts bright light in a 10-foot cone and dim light for an additional 10 feet. A candle placed within the mirrored holder, while lit, burns for 1 hour.
Lighter. A lighter has a d20 usage die. You can expend one charge to create a flame for one minute. The lighter sheds bright light in a 5-foot radius and dim light for an additional 5-feet. A butane lighter creates no light source.
Medical kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has a maximum d12 usage die. As an action, you can expend one use of the kit to treat a creatures wounds they may spend 1 hit die and add their Consitution modifier and gain that many hit point unless they are below half their maximum hit points, if they are below half they gain temporary hit points equal to one quarter the total rounded up (minimum 1).
Metal Detector. This small handheld detector provides advantage on Wisdom (Perception) and Intelligence (Investigation) checks you make to search for metal objects.
Painkillers, Standard. This medication can be found and used to minimise the symptoms of minor injuries. You can use a dose of medicine to gain 2d4+2 temporary hit points or during a short rest you can instead choose to restore hit points equal to half the total rounded up. You cannot benefit from this effect again until you take another short rest.
Painkillers, Strong. This medication is usually much more dificult to find in the wasteland, and can be used to alleviate more severe pain. You can use a dose of medicine to gain 4d4+4 temporary hit points or during a short rest you can instead choose to restore hit points equal to half the total rounded up. You cannot benefit from this effect again until you take another short rest.
Saw. A saw ignores the hardness of wood, cutting through it at a rate of 3 hit points for each action that you take to apply the saw. It has no effect on harder materials like metal. A folding saw is smaller and more compact, it cuts the same as a regular saw but at a rate of 2 hit points for each action.
Saw, Metal. This saw ignores the hardness of most objects its saws through. The saw progresses at a rate of 1 hp per round of sawing.
Signal Flare. Though designed for signaling, flares can be used as impromptu weapons. As an action, you can shoot the flare at a creature or object within 60 feet of you, treating the flare as an improvised ranged weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Spike Strip. This device is designed to help end car chases. The strip comes rolled in a spool about the size of a small suitcase. As an action, you can roll the spike strip over a 1-foot by 20-foot area where it lies like a flat, segmented belt.
Any creature that enters the area must succeed on a DC 10 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn’t need to make the saving throw.
Wheeled vehicles passing over the strip are automatically hit and the tires are punctured — although complex vehicles are equipped with puncture-resistant tires and are not affected.
Stretcher, Folding. This stretcher breaks down into a bundle about 2 feet long. It takes 4 actions to assemble or break down the folding stretcher. When carried between two people, an assembled folding stretcher can support a weight of up to 400 pounds, distributing the load evenly between the two carriers.
Trauma Kit: This kit is a large bag containing large bandages, sutures, airway tubes items used for near death or heavily injured patients. The kit has a maximum d6 usage die. As an action, you can expend one use of the kit to treat a creatures wounds, They may spend 1 hit die and add their Consitution modifier and gain that many hit point unless they are above half their maximum hit points, if they are above half they gain temporary hit points equal to one quarter the total rounded up (minimum 1).
Zip-Ties. These plastic strips can bind a person. Escaping heavy zip-ties requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 15 Strength check, and have 10 hit points.
Escaping light zip-ties requires a successful DC 15 Dexterity check. Breaking them requires a successful DC 10 Strength check, and have 5 hit points.
Electronics
Battery. An electric battery is a device consisting of one or more electrochemical cells with external connections provided to power electrical devices such as flashlights and metal detectors. Each battery recharges 5 spent charges to any electrical gear. Batteries can be changed as an action.
Charger, Solar. A solar charger recharges two batteries or a device which uses them 5 hour. To do so, the battery charger must be left out in direct sunlight. or may be used with a generator and charge the batteries in 2 hours.
Flashlight, standard. A standard flashlight has 5 charges. As a bonus action, you can expend one charge to turn the flashlight on, illuminating a 30-foot cone and dim light for an additional 30 feet for 1 hour. You can use a bonus action to turn the flashlight off.
Flashlight, large. A powerful handheld spotlight. A flashlight has 5 charges. As a bonus action, you can expend one charge to turn the flashlight on, illuminating a 60-foot cone and dim light for an additional 60 feet for one hour. You can use a bonus action to turn the flashlight off.
Flashlight, small. This compact flashlight is small enough to be held on a keyring. A flashlight has 5 charges. As a bonus action, you can expend one charge to turn the flashlight on, illuminating a 15-foot cone and dim light for an additional 15 feet for two hours. You can use a bonus action to turn the flashlight off.
GPS. It provides geolocation and time information to a GPS receiver anywhere on or near the Earth where there is an unobstructed line of sight to four or more GPS satellites.
Lantern, battery. A battery lantern casts bright light in a 20-foot radius and dim light for an additional 20 feet. Once lit, it runs for 5 hours on a one battery. As an action, you can change it mode, reducing the light to dim light in a 5-foot radius.
Lantern, solar. A solar lantern casts bright light in a 10-foot cone and dim light for an additional 10 feet. A candle placed within the mirrored holder, while lit, runs for up to 4 hours, must be left in direct sunlight to charge, every 2 hours in sunlight equates to 1 hour of runtime.
Two-Way Radio. A hand-held, portable, two-way radio transceiver. Multiple radios can use a single channel, though only one radio on the channel can transmit at a time. You can communicate with someone using a two-way radio at the same frequency up to 30 miles in perfect conditions, though the typical effective range is more commonly about 5 miles.
Firearm Accessories
Occasionally you find accessories for the guns you may find in the wasteland, some traders may also carry rare parts.Bayonet. You can affix a knife or similar weapon to the end of your gun,
Caliber Change kit. With this you can change the damage die of your weapon one size up or down based on what kit you found, when changing the size of damage die also changes the ammo die by the same amount in the reverse direction. For example, if you have an assault rifle and change from a d8 to d10 damage die, the ammo die changes from a d20 to a d12.
Weapon compatibility: Rifles or carbines with box magazine
Magazine. Stores bullets for weapons which use them. A magazine for one type of ammo cannot be used for another type of ammo.
Extended Magazine. Any firearm that magazines can have an extended magazine, increase ammo size by one die size, the items size increases by 1 slot.
Weapon compatibility: Weapons with box magazine
Holster, Hip. This leather or canvas container is used to protect a firearm from the elements, and holds the weapon in an easily accessed — and easily seen — location.
Weapon compatibility: Pistols and revolvers.
Holster, Concealed. A concealed carry holster is designed to help keep a weapon out of sight. In most cases, this is a shoulder holster (the weapon fits under the wearer’s armpit, presumably beneath a jacket), but some weapons can be carried in waistband holsters (often placed inside the wearer’s waistband against his or her back). Smaller weapons can also be carried in ankle or boot holsters. Concealed carry holsters are only available for one-handed weapons. While a weapon is in a concealed carry holster, you have advantage on Dexterity (Sleight of Hand) checks to conceal it.
Weapon compatibility: Pistols and revolvers.
Deployable Bipod. Bipods are commonly used on weapons to provide a forward rest and reduce motion. They are also seen on other long-barreled weapons, such as sniper rifles. Bipods permit operators to easily rest a weapon on objects, like the ground or a wall, reducing their fatigue and increasing accuracy and stability.
You deploy can the bipod as part of bracing a weapon, it takes a bonus action to retract the bipod. While you have the bipod deployed, if the weapon doesn’t have the brace property you gain advantage when shooting up to 100 feet. To deploy a bipod you must be prone or in a stable shooting position. If you have the bipod deployed and shooting from the hip, you have disadvantage on the attack rolls.
Weapon compatibility: Rifles carbines, and light machine guns. (heavy machine guns always have one attached)
Laser Sight. This gadget is a small laser placed on a handgun or a rifle and aligned to emit a visible beam parallel to the barrel to assist in shooting. The laser colour can be red or green.
While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm within the weapons normal range. You can use a free action to turn the laser on or off.
Weapon compatibility: Pistols, rifles, shotguns and submachine guns. You cannot add it to a weapon that already has a tactical flashlight.
Scope. Scopes are used to increase the normal range of a weapon, allowing the user to shoot farther without having disadvantage on targeting. Depending on the scope you add to the weapon, you increase the normal range in a specific amount, as shown on the following table.
| Scope | Range Increment |
|---|---|
| x2 | 50% |
| x4 | 100% |
| x8 | 200% |
Weapon compatibility: light machineguns, rifles, shotguns (martial), and submachine guns. You can only add one scope to a weapon.
Scope, Thermal. The thermal scope is a sighting device combining a compact thermographic camera and an aiming reticle. It creates a visual based on the temperature of objects and creatures, allowing you to easily detect any source of heat, such as a creature. This can be any type of scope zoom and you can use it both in darkness and through light. roll a d20 every time the scope item is used. On a result of 1, the batteries are dead and cannot be used in darkness. Batteries can be changed as an action.
Weapon compatibility: light machineguns, rifles, shotguns and submachine guns. You can only add one scope to a weapon.
Speed Loader. A speedloader holds a d6 ammo die worth of bullets in a ring, in a position that mirrors the chambers in a revolver cylinder, allowing the character to insert all bullets at once. Using a speed loader you can reload a revolver using a bonus action. You can use an action to put 6 bullets in an empty speed loader for future uses.
Weapon compatibility: Revolvers.
Suppressor. A suppressor is a device attached to or part of the barrel of a firearm which reduces (but don't negate) the amount of noise and visible muzzle flash generated by firing. You can use your action to add or remove the suppressor from the weapon.
Weapon compatibility: Pistols, rifles, shotguns and submachine guns. May not be applied to weapons with the spread property
Tactical Flashlight. While you have the tactical flashlight on, the light illuminates a 40-foot cone and dim light for an additional 40 feet. You can use a free action to turn the flashlight on or off.
Weapon compatibility: Pistols, rifles, shotguns and submachine guns. You cannot add it to a weapon that already has a laser sight.
Vehicles
Many vehicles are available to characters in a modern setting. Simple vehicles are the most common vehicles found in DZA and fairly easy to understand and use. Most fueled vehicles operate in similar ways but anyone can use a simple vehicle but complex vehicles require training, without the proper training these vehicles are nearly impossible to operate.
| Unfueled Vehicle | Speed | Crew | Pass. | Cargo slots | AC | HP | Dmg. Thres. |
|---|---|---|---|---|---|---|---|
| Boat, Canoe | 2 mph | 1 | 1 | 35 | 13 | 20 | 3 |
| Boat, Kayak | 3 mph | 1 | 0 | 20 | 13 | 20 | 3 |
| Single Speed Bike | 10/5 mph | 1 | 1 | 0 | 12 | 5 | 2 |
| Mountain bike | 10/7 mph | 1 | 0 | 0 | 12 | 5 | 2 |
| Skateboard | 6.5 mph | 1 | 0 | 0 | 11 | 0 | 1 |
| Roller Blades | 7 mph | 1 | 0 | 0 | 11 | 0 | 1 |
| Simple Vehicle | Speed | Crew | Pass. | Cargo slots | AC | HP | Dmg. Thres. |
| Boat, Sea-doo | 25 mph | 1 | 1 | 25 | 13 | 30 | 5 |
| City bus | 40 mph | 1 | 39 | 200 | 16 | 100 | 10 |
| Motorcycle, Dirt bike | 30 mph | 1 | 1 | 5 | 13 | 20 | 5 |
| Motorcycle, Racing | 150 mph | 1 | 0 | 10 | 13 | 30 | 5 |
| Motorcycle, Street | 50 mph | 1 | 1 | 10 | 16 | 45 | 5 |
| Sedan, Mid-size | 50 mph | 1 | 4 | 150 | 16 | 50 | 5 |
| Sports car | 120 mph | 1 | 1 | 100 | 14 | 50 | 5 |
| SUV, Full-size | 45 mph | 1 | 8 | 250 | 16 | 100 | 10 |
| SUV, Mid-size | 50 mph | 1 | 4 | 150 | 16 | 50 | 5 |
| Truck, Moving | 45 mph | 1 | 2 | 2500 | 16 | 100 | 15 |
| Truck, Pickup | 50 mph | 1 | 2 | 1000 | 16 | 50 | 5 |
| Complex Vehicle | Speed | Crew | Pass. | Cargo slots | AC | HP | Dmg. Thres. |
| Boat, Cabin cruiser | 20 mph | 1 | 3 | 1000 | 15 | 50 | 10 |
| Boat, Runabout | 15 mph | 1 | 5 | 1000 | 15 | 50 | 10 |
| Helicopter, Civilian | 80 mph | 1 | 4 | 125 | 15 | 50 | 5 |
| Helicopter, Military | 120 mph | 2 | 14 | 4000 | 16 | 200 | 5 |
| Prop plane | 80 mph | 1 | 3 | 50 | 15 | 50 | 5 |
| Tank, Personnel Carrier | 25 mph | 4 | 6 | 100 | 18 | 300 | 20 |
| Tank, Tracked | 20 mph | 4 | 0 | 250 | 19 | 300 | 20 |
| Truck, Armoured | 45 mph | 2 | 0 | 1500 | 19 | 200 | 20 |
Vehicle Properties
Vehicles with special rules are described here.
Single Speed Bike. The single speed bike can have two average speeds 10 mph on regular terrain with zero passengers or 5 mph on regular terrain with one passenger.
Mountain Bike. A Mountain bike has two average speed 10 mph on regular terrain and 7 mph ignores difficult terrain.
Skateboard. Skateboards are unable to be used on difficult terrain and have disadvantage on stealth.
Roller Blades Roller blades are unable to be used on difficult terrain.
Chapter 5: The Dangerous Trek
The wilds of the apocalypse are a dangerous place and travel is rarely straightforward. Many survivors have lost their way in dark forests. Many more have died from lack of food, or water, or protection from bandits and zombies, the world is not forgiving to the unprepared traveler. This chapter introduces the journey phase to make travel a more integral part of the apocalypse.
Journeying
If you wish to make a long journey, there are three basic steps to follow: plan your route and gather supplies, travel the distance, and arrive at your destination.
Planing
The first step in making a long journey is planning you need to decide where you're going, how you're getting there, and who you're travelling with.
- Pick the destination: First, pick your destination. This could be a dungeon, city, or other landmark.
- Choose your route: Next, you need to decide which route you'll take. The length of your route is measured not in miles but in days (assuming an average walking speed of 15 miles per day).
- Gather supplies: Finally, gather any supplies, vehicles, and equipment needed for the journey
Traveling
Now it's time to gather everyone and head out on your journey. The average day is broken up into six parts dawn, morning, noon, afternoon, dusk, and night, so run through these in sequence for each day of travel
Dawn
Sunlight crests the horizon. It's time to wake up, eat some breakfast to prepare for the day ahead, and pack up camp.
- Check the weather: The weather can have a drastic impact on your travel plans, especially if you're not prepared. You may want to avoid travel completely during heavy rains, storms, and snows.
- Assign roles: Decide who is going to be today's guide, forager, scout, and lookout. A character can only assume one role at a time, so pick wisely.
- Set pace: Decide what pace you'll be travelling at today—slow, medium, or fast. A slower pace makes it easier to succeed in your roles, but it also means that the journey takes longer to complete.
- Eat breakfast: Eat some food and drink some water to build up your energy for the travel ahead.
- Pack up camp: Put out any cooking fires, strap on your gear, and pack up your camp.
Morning
The sun rises and the day becomes warmer. Begin the first half of today's travelling.
Noon
The sun is at its peak. Take a short break, sit in the shade, and rest your feet.
Afternoon
The sun descends and the temperature cools. Press on to finish the second half of today's travel while you still have some natural light.
Dusk
The sun sinks beneath the horizon and the sky darkens. It's time to set up camp for the night, eat, and reflect on today's travel
- Make camp: Take off your gear and set up camp.
- Lookout duty: The lookout takes charge of camp defence and security for the night. While on the lookout, a character can only eat and sleep—they don't have time to do or join in with anything else.
- Guide: The guide makes a guidance check to see if you managed to stay on the right path.
- Forage: The forager makes a foraging check to see if they gathered any food or water supplies throughout the day's travel.
- Eat dinner: Eat some food and drink some water.
Night
The night is dark and full of terrors, an unwelcoming to travellers. Travel is very difficult and it's easy to get lost, so get some sleep and recover your energy for tomorrow.
Arriving
After enough days of travel have passed and assuming you didn't lose your way you'll arrive at your destination.
Roles
There are four core responsibilities when travelling: guide, forager, scout, and lookout. A person can only lead or assist one role per day if they wish, and any role not taken will automatically fail any related rolls.
A role can have only one leader, but any number of helpers. The leader makes the roll, the first helper grants advantage, and subsequent helpers grant a +1 bonus.
The Guide
The guide makes sure everyone is heading in the right direction. If the guide fails, you'll get lost and the journey will take longer.
If you are the guide, roll Intelligence on the Guidance table at the end of the day to see if you were able to stay on track. Cartography tools, maps, and the Survival skill will help you be a better guide.
Success: The party is on track. Subtract today's progress from the remaining travel time.
Failure: You veered off course and lost your way. Add 0.5 day to the remaining travel time.
Guidance
| DC | Terrain |
|---|---|
| 5 | Wide open plains; Clear landmarks; Obvious pathway. |
| 10 | Tall landmarks; Small hills |
| 15 | Light rain or mist; Woods and hills |
| 20 | Moonlight night; Heavy rain or mist; Forest with no clear pathway or markings. |
| 25 | Fog; Thick and obscure forest; Mountains |
| 30 | Clouded night; Impossibly thick fog. |
The Forager
The forager finds food and water for the travelling party. If the forager fails, you'll run out of essential supplies long before the journey reaches its destination—so make sure to pack plentiful supplies before you embark if you don't have a skilled forager.
If you are the forager, roll Wisdom on the Foraging table at the end of the day to see how much food and water you were able to hunt throughout the day. Hunting equipment and the Survival skill will help you forage.
Success: You recover 2d4 rations worth of food and water you can divide this however you like.
Failure: You were unable to find anything.
Foraging
| DC | Terrain |
|---|---|
| 5 | Lush and verdant forest; Food and water are everywhere. |
| 10 | Forest; Coast; Abundant food and clean water. |
| 15 | Thin woodland and greenwood. Food must be actively hunted and water is harder to find. |
| 20 | Dry, open plains; Very little food or clean water. |
| 25 | Desert and barren or polluted land; Food is extremely rare and water may need treatment. |
| 30 | Toxic or radioactive deadlands; Food is inedible and water sources are poisoned. |
The Lookout
The lookout protects the camp at night. If the lookout fails, you risk being attacked while you sleep.
If you are the lookout, you're responsible for making perception checks during the night to spot incoming threats the DM will notify you of anything worth rolling for. The lookout cannot join in any camp activities beyond eating and sleeping, so make sure that whoever takes the lookout shift won't be needed for anything else.
You can set traps and alarms around the camp like dry twigs or tripwires to help you detect intruders a little better.
Success: You were able to rouse the party in time to prevent being ambushed.
Failure: You failed to spot the danger in time and the party are surprised.
Travelling Pace
The speed at which you travel can have an significant impact on your role. There are three main paces: slow, normal, and fast. Check the Travelling Pace table to see exactly how you're affected by the pace you choose.
Walking
The average character has a walking speed of about 3 miles per hour, and can travel comfortably around 15 miles per day. This takes into account the many rest breaks, pauses, and distractions a character will need during the day especially those that carry heavy gear and armour. Walking long-distance is surprisingly hard work, and a long march in full plate armour is a sure way to strain muscles and hurt yourself.
Vehicular
The daily travelling speed of vehicles varies greatly depending on what vehicle your driving, some may be able to travel over more difficult terrain than others. The main benefit of travelling in a vehicle is the carrying capacity, you can carry a large amount more than on foot without extra stress on ones body or mind. to operate a vehicle it requires fuel roughly 1 gallon per hour driven.
Travelling Pace on Foot
| Pace | Speed | Distance | Guide | Forage | Scout | Hide Tracks |
|---|---|---|---|---|---|---|
| Slow | 0.6 days | 10 miles | Advantage | Normal | Advantage | Advantage |
| Medium | 1 day | 15 miles | Normal | Disadvantage | Normal | Normal |
| Fast | 1.4 days | 20 miles | Disadvantage | None | Disadvantage | Disadvantage |
Chapter 6: Life and Undeath
Wounds and Injuries
A survivor without a scar is either very good or very lucky, or very new to the apocalypse. Zombie ridden ruins, rabid wild creatures, and sharp weapons are notoriously bad for ones health. Some survivors are lucky enough to find a pocket of refuge from zombies and dangerous humans. Many, survivors will die from injury long before finding that hopeful safe place. This chapter sets out options for character health, lingering wounds, permanent injuries.
Bloodied
Your health is your most precious resource and, as an survivor, keeping hold of it is not an easy task. A character is considered bloodied when they have lost half of their hit points when bloodied, they have taken a small cut or bruise.
Zombies may have an easier time detecting you by scent, or you may leave a trail of blood for humans or animals to find you.
Variant: Healing When Bloodied
If you are bloodied, it's a little harder to recover your stamina. While bloodied, you must use either a Trauma or Medical kit in order to spend any hit dice and recover hit points during a long or short rest. Make sure to keep an eye on your medical supplies.
Lingering Wounds
When you fall to 0 hit points, you've taken significant damage and gain an open, lingering wound somewhere on your body. Roll on the Lingering Wounds table to see which part of you was wounded or pick one based on the type of damage you suffered.
Lingering Wounds
| d10 | Area | d10 | Area |
|---|---|---|---|
| 1 | An arm | 6 | Back |
| 2 | A leg | 7 | Head |
| 3 | A hand | 8 | Face |
| 4 | A foot | 9 | Chest |
| 5 | Stomach | 10 | Butt |
Variant: Simple Wounds
If you want a quick way to make falling to 0 hit points more significant, then use this Simple Wounds variant.
When you fall to 0 hit points, gain a level of exhaustion. This exhaustion can be removed in the normal means (through rest/Medical kits/etc).
Exhaustion
Each time you gain an open wound, you also gain a level of exhaustion. This exhaustion is permanent for as long as your wound is open and untreated. You gain exhaustion for each open wound, so watch out, exhaustion effects stack up fast.
Exhaustion Effects
| Level | Area |
|---|---|
| 1 | Disadvantage on Ability Checks |
| 2 | Speed halved |
| 3 | Disadvantage on Attack rolls and Saving Throws |
| 4 | Hit point maximum halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
Treating Wounds
A wound hinders you while it's untreated, making life difficult with exhaustion. You can treat a wound during a short rest with first-aid knowledge and supplies make a first-aid check (DC 10) to patch up the wound.
A treated wound remains on your character though it no longer causes exhaustion. A wound will only heal properly during a long rest or with the use of a trauma kit.
Healing Wounds
Wounds heal naturally over time. At the end of a long rest, you may check to see if each of your wounds will heal make a DC 15 Constitution check for each wound.
Some downtime activities, such as resting, may allow you to roll the check with advantage.
Trauma kit
You may use a Trauma kit to heal a wound. You normally only gain hit points from using a Trauma kit while below half your maximum hit points, to heal a wound but can do so if you are proficient in Wisdom (Medicine) roll a DC 15 skill check if successful the treated survivor can spend 1 hit die or 2 for free with a critical success, the treated creature does not get to roll to regain hit points if it is used in this way.
Reopening Wounds
If you are critically hit during combat, your treated wounds may reopen. When taking critical damage, roll a d20 for each treated wound you have:
Reopened Wounds
| d20 | Effect |
|---|---|
| 1 | The wound reopens and you lose a hit die |
| 2-8 | The wound reopens |
| 9-20 | The wound remains closed |
When a wound reopens, it starts applying exhaustion again—you'll need to treat the wound to remove this.
Any untreated wound fails automatically (as if you had rolled a 1), causing you to lose a hit die, so try to keep your wounds bandaged at all times
Dying
In falling to 0 hit points, you gain the Dying condition. This condition ends if you regain any hit points.
Dying
Condition
- You drop whatever you're holding and fall prone.
- You can't move, take actions, or use reactions.
- You're aware of what's happening 15 ft around you.
- You can speak a maximum of two words per round.
- Attack rolls against you have advantage.
- You automatically fail STR/DEX saving throws.
- You must make a death saving throw at the start of your turn. If you fail three times, you die
Death Saving Throws
When you are dying, you must make a death saving throw at the start of your turn if you fail three death saving throws, you die. Roll a d20 and check the table below to see what happens to you:
Death Saving Throws
| d20 | Outcome |
|---|---|
| 1 | You fail two death saving throws |
| 2-9 | You fail one death saving throws |
| 10-19 | No Change |
| 20 | You regain 1 hit point |
Persistent Saves
Death saving throws don't reset after a short rest instead, you recover one failed death saving throw after completing a long rest. Take care to rest properly.
Taking Damage
If you are hit by any damaging attack whilst dying, you automatically fail a death saving throw. Critical damage, likewise, cause you to fail one death saving throw. If you take any damage whilst at 0 hit points and stable, you regain the Dying condition.
Chapter 7: Surviving the Apocalypse
Survivors don't exist in a bubble; They affect and are affected by their surroundings going without sleep makes you tired, failing to eat makes you hungry, not drinking makes you thirsty.
With survival conditions, players track the physical state of their character. It's hard, thirsty work being a Survivor, do you have the resources to survive?
This chapter introduces several survival conditions and examples of how to use them in your game.
Your Conditions
With survival conditions, players keep track of three physical states which can affect their character's general performance: hunger, thirst, and fatigue.
- Hunger: Few things burn through calories as fast as adventuring, so keep some snacks in your pocket.
- Thirst: Adventure, travel, and combat are thirsty work. Keep a waterskin close by to avoid dehydration.
- Fatigue: It takes a keen mind to watch out for danger, so get regular sleep to stay alert and aware.
These basic conditions worsen naturally throughout the day, becoming more severe and eventually leading to increasing levels of exhaustion if left untreated.
Depending on the situation, this can be a real problem for your character:
Keep an eye on your conditions, using your supplies to manage them as best you can eat food to stave off hunger, drink water to quench your thirst, and get some sleep to remove your fatigue.
Gaining a Condition
Characters gain hunger, thirst, and fatigue in four primary ways whilst adventuring: through the natural passage of time, by falling to 0 hit points, through failure consequences, and by suffering certain monster attacks.
Time of Day
As the day progresses, characters become more hungry, thirsty, and tired. Conditions worsen at dawn, noon, and dusk. The specific effects are listed in the table below
Hunger, Thirst & Fatigue
| Time | Hunger | Thirst | Fatigue |
|---|---|---|---|
| Dawn | +1 | +1 | — |
| Noon | — | — | +1 |
| Dusk | +1 | +1 | +1 |
Across a normal, uneventful day, a character will gain +2 hunger, +2 thirst, and +2 fatigue this means a character needs 2 rations of food, 2 rations of water, and a good night's sleep each day to stay in good form.
During the adventure, the DM or whoever else is keeping track of time announces the changes in character conditions when appropriate.
Using Survival Conditions
Survival conditions can be a fun, easy way to immerse players in the fiction of your campaign, but they only have an impact if resources, like food and water are restricted.
If your characters have easy access to food and water, or time is not an issue, or survival is simply not an important theme in your game, conditions won't have much impact.
Survival Conditions
| Stage | Hunger | Thirst | Fatigue | Temperature | Effect | Stamina DC |
|---|---|---|---|---|---|---|
| 0 | Stuffed | Quenched | Energised | Perfect | -1 Exhaustion | — |
| 1 | Well-fed | Refreshed | Well-rested | Comfortable | — | 5 |
| 2 | Ok | Ok | Ok | Ok | — | 10 |
| 3 | Peckish | Parched | Tired | Noticeable | — | 15 |
| 4 | Hungry | Thirsty | Sleepy | Uncomfortable | — | 20 |
| 5 | Ravenous | Dry | Very sleepy | Overwhelming | +1 Exhaustion | 25 |
| 6 | Starving | Dehydrated | Barely awake | Unbearable | +1 Exhaustion | 30 |
Falling to 0 HP
Nearing death is an exhausting shock to the body. If you fall to 0 hit points for any reason you gain +1 fatigue.
Consequences
You may gain survival conditions as a consequence of failing an action, at your DM's discretion or if using the Degrees of Success rules, offer to gain a condition and succeed at a cost.
Improvong Your Condition
Whenever appropriate, your character can attempt to improve their physical condition in a manner that makes sense. Some of the most common actions are:
- Eat a ration of food: −1 hunger per ration. Better quality food may relieve more hunger per ration.
- Drink a ration of water: −1 thirst per ration. Better quality water may relieve more thirst per ration.
- Get a good night's sleep: (undisturbed) −3 fatigue. A disturbed night's sleep grants only −1 fatigue.
Exhaustion
The worse your condition, the more exhausted your character will become. Whenever a condition reaches stage 5 or 6, it generates +1 exhaustion for a maximum of +3 exhaustion across all conditions.
Once a condition has begun to cause exhaustion, that exhaustion remains on your character until the condition is sufficiently improved.
Relieving Exhaustion
A condition stops causing exhaustion once it has been improved to stage 4 or higher. After the next short rest, update the character's exhaustion counters.
Stamina Check
It's hard work being a Survivor battles to fight, ropes to climb, rivers to swim and such activity can be draining to those without the proper constitution.
After a particularly strenuous event, the DM can ask you to make a Stamina check (Constitution saving throw) against the DC of your best condition. A failure means that your stamina was tapped during the event roll a d6 to see which condition worsens.
Stamina Check
| d6 | Result | d6 | Result | d6 | Result |
|---|---|---|---|---|---|
| 1-2 | +1 Hunger | 3-4 | +1 Thirst | 5-6 | +1 Fatigue |
Variant: Temperature
If you want to give a mechanical environmental effects, add the Temperature survival condition to your game.
With the Temperature condition, characters must keep an eye out for the weather and make sure to keep their body temperature in check to avoid suffering from exhaustion.
Using Temperature
The Temperature condition works best in games that feature a lot of exploration in harsh climates with unpredictable or unforgiving weather patterns a scorching desert, a frozen mountain pass, a temperamental jungle.
Changing Temperature
Your body temperature is affected primarily by the weather and environment. The DM describes the baseline temperature when appropriate often when you enter or research a new region or city:
Hot or Cold
The temperature conditions apply to both hot and cold climates it could be unbearably cold in the arctic wastes, or unbearably hot in the arid desert.
Time of Day
Temperatures change throughout the day as the sun rises and sets. Check the table below to see how the baseline temperature might be affected by your climate.
Climate Temperature Change
| Time | Hot | Moderate | Cold |
|---|---|---|---|
| Morning | +1 | — | +1 |
| Afternoon | +2 | -1 | — |
| Evening | +1 | — | +1 |
| Night | — | +1 | +2 |
Improving your Temperature
Whenever appropriate, your character can improve their temperature in a manner that makes sense. Some of the most common actions are:
- Appropriate clothing: Thick furs and cloaks will help protect you from the cold, while thin fabrics will help cool you in the heat.
- Find shelter: Sometimes you have to take a break and rest. Build a shelter to keep warm against a freezing wind, or provide shade against a scoring sun.
Chapter 8: Stress & Afflictions
The life in the Apocalypse is hard on survivors Moving from city to city, delving into dark ruined buildings and hunting zombies or bandits, for perhaps a few rations to survive another day, is not a safe or sane way to make a living.
This chapter introduces mechanics to track a character's stress level and the lingering consequences on their adventuring career
Stress
Stress is a measure of pressure on a character's mental state, representing a build-up of negative emotions such as anger, fear, frustration, and irritation. Too much Stress is bad for your mental health and, if not treated carefully, can lead to detrimental Afflictions or even death.
Characters can suffer up to 40 points of Stress before they reach a breaking point. To prevent this, they'll need to find ways to relax and recover during downtime.
Gaining Stress
Stress is gained through danger, hardship, and adversity, suffering a critical hit from an enemy, hearing an unearthly moan from a dark room, sleeping rough in the cold rain, watching an ally die. Anything that threatens the mental well-being of your character can inflict Stress.
When choosing how much Stress to inflict, decide how significant the event is to the character is it minor, moderate, major, or monstrous? The more emotionally significant, the higher the amount of Stress
The more an event conflicts with the nature of your character, the greater the Stress you'll suffer.
Gaining Stress
| Category | Stress | Moderate |
|---|---|---|
| Minor | +1 | A small frustration, worry, or irritant: missing an attack, falling down, hearing a noise in the dark |
| Moderate | +2 (1d4) | You've made a critical error or something is seriously at risk: being caught lying, being outnumbered. |
| Major | +4 (1d6) | Something devastating to your character or their beliefs: falling to 0 hp, finding a heap of fresh corpses. |
| Monstrous | +8 (1d6+4) | Something incomprehensible or world-shattering: being betrayed by your closest friend, watching a loved one die. |
Consequential Stress
You can gain Stress as a direct consequence of failing an action missing an attack, breaking a lockpick, being caught in the middle of a lie. The DM will usually notify you before your attempt that this is a risk.
Stress as a Consequence
Whether through a consequence or an explicit Stress check, a character should gain Stress only as a consequence for failing a roll of some kind, such as an attack roll, a defence roll, a skill check, or a Stress check.
Stress Check
In cases where the environment or situation provokes an emotional response, you may be asked to pass a Stress check (Wisdom saving throw) to avoid gaining some Stress.
Snapping
Too much Stress can be unhealthy for your character, causing long-term problems. When your character gains 20, 30, and 35 points of Stress for the first time after a long rest, they snap and develop a mental Affliction.
Breaking Point
When a character gains 40 points of Stress, they hit a breaking point. In this state, your character is reckless, dangerous, and extremely vulnerable.
If you are hit by a damaging attack while at breaking point, your character suffers a fatal heart attack. You fall to 0 hit points, fail any remaining death saving throws, and die immediately.
Stressful Situations
These are some example situations that might trigger Stress. Some characters may respond more strongly than others depending on their background, a soldier may be less stressed about being outnumbered in battle, while a healer might not react to the sight of a dead body.
- Badly failing an attack or skill check
- Hearing an unearthly roar from the dark
- Embarrassing yourself in front of someone
- Falling over or being knocked down
- Being disarmed or disabled
- Critically failing an attack or skill check
- Seeing a heap of mutilated corpses
- Facing a huge or formidable enemy
- Being caught lying
- Being surrounded, outnumbered, or out-flanked
- Being critically hit by an attack
- Seeing an ally die
- Accidentally hurting a friend
- Seeing the corpse of a loved one
- Breaking an oath
- Being betrayed by an ally
Healing Stress
Stress is healed through success and relaxation disarming a trap, defeating a formidable opponent, carousing in town, sleeping in a warm bed. Anything that helps your character feel better can heal Stress.
The amount healed depends on the significance of your character. The more it aligns with your character's personality, the more you heal (at the DM's discretion), criminals benefit more than athletes from lockpicking, while healers benefit more than urchins from helping someone in need.
It is much harder to heal Stress than it is to gain it, so you'll need to be proactive in treating your Stress level before it becomes insurmountable. Rest when you can, and try not to over-exert yourself
Healing Stress
| Category | Stress | Moderate |
|---|---|---|
| Minor | -1 | A small success or bit of good news: disarming a trap, playing a song, relaxing with your friends. |
| Moderate | -2 (1d4) | A critical success or special achievement: eating a well-cooked meal, finding a hoard of loot, repairing something important. |
| Major | -4 (1d6) | You've beaten the odds and gained a major victory: defeating a dangerous enemy, saving an ally from death, completing a work of art. |
| Majestic | -8 (1d6+4) | You've achieved a long-term goal or done something thought near impossible: bringing a friend back from near-death, finishing a masterpiece. |
Downtime
While out travelling, a good time to heal Stress is during downtime and through sleep.
Taking a Long Rest
When you complete a long rest in a sanctuary, such as a village, town, or city, you heal all stress. Reduce your Stress level to 0.
Stress Relief
These are some things a character might do to reduce their stress levels. Not everyone will recover in the same way an introvert may unwind best on their own with a good book and some hot tea, while an extrovert may want to throw a raucous and extravagant party to blow off steam.
- Disarming a trap
- Defeating a dangerous enemy
- Eating a hot, well-cooked meal
- Making people laugh with a joke
- Picking a lock
- Sleeping in a warm, comfortable bed
- Finding needed piece of gear
- Arriving somewhere safely after a long journey
- Spending time with family and friends
- Learning a new skill
- Engaging in a hobby
- Playing with a pet
- Rolling dice and playing some games
- Fulfilling an oath or promise
- Protecting an ally from harm
- Meditating and resting
- Making a discovery
Afflictions
An Affliction is a stress-induced mental issue suffered by a character when they gain too much Stress. Afflictions affect your character's abilities and can only be cured during downtime.
When you gain 20, 30, and 35 Stress for the first time after a long rest, roll on the Afflictions table to see which new mental Affliction you develop. If you roll a duplicate, roll again until you get a new result.
Aflictions
| d100 | Affliction | Modifier | d100 | Affliction | Modifier |
|---|---|---|---|---|---|
| 01-06 | Fearful | Disadvantage on WIS checks & saves | 55-60 | Anxiety | Disadvantage on Stress checks |
| 07-12 | Lethargic | +1 exhaustion until removed | 61-66 | Hypochondria | Hit point maximum is halved |
| 13-18 | Masochistic | Disadvantage on CON checks & saves | 67-72 | Narcissistic | Disadvantage on ability checks |
| 19-24 | Irrational | Disadvantage on INT checks & saves | 73-77 | Powerful | +2 to all damage rolls |
| 25-30 | Paranoid | Speed is halved | 78-82 | Focused | +2 to all attack rolls |
| 31-36 | Selfish | Disadvantage on CHA checks & saves | 83-87 | Stalwart | +2 AC |
| 37-42 | Panic | Disadvantage on DEX checks & saves | 88-91 | Acute | Advantage on INT checks & saves |
| 43-48 | Hopelessness | Disadvantage on STR checks & saves | 92-96 | Perceptive | Advantage on WIS checks & saves |
| 49-54 | Mania | Disadvantage on attack rolls | 97-00 | Courageous | Advantage on CHA checks & saves |
Afflictions
Afflictions don't go away on their own, your character must dedicate time to treating their mental state. During a long rest, your character can attempt to treat one of their Afflictions in an appropriate fashion—carousing, praying, resting, meditating, etc.
Spend something of trade value to roll a d20 to make an Affliction Removal attempt. Some downtime activities, such as resting, may allow you to roll with advantage bear this in mind if your Afflictions are proving hard to clear before you become overwhelmed by them.
Healing Afflictions
| d20 | Result |
|---|---|
| 01 | Critical Failure: You fail to cure your Affliction, gaining a new one in the process. |
| 02-09 | Failure: You fail to cure your Affliction. |
| 10-19 | Success: You cured your Affliction. |
| 20 | Critical Success: In a moment of clarity, you cleared yourself of all Afflictions and Stress. |
You can only make one Affliction Removal attempt per in-game week, so make the best of it.
Costs
As you gain in experience, it becomes harder to reset your mental state the things you have seen and experienced have had a lasting impact. It costs more to remove an Affliction the higher your level as you must seek more elite and exotic outlets.
Affliction Removal Costs
| Level | Cost | Level | Cost |
|---|---|---|---|
| 1 | 5 | 6 | 22 |
| 2 | 7 | 7 | 30 |
| 3 | 9 | 8 | 42 |
| 4 | 12 | 9 | 58 |
| 5 | 16 | 10 | 81 |
Mental Breakdown
If your character gains more than 3 Afflictions, they suffer a complete mental breakdown your character falls catatonic and must be committed into care or die.
A character who has had a breakdown can no longer be played, treat them as if they have retired.
Recovery
If a character is placed in good care, there is a rare chance they may eventually recover from their breakdown. For each month of proper care, they may roll an Affliction Removal attempt with disadvantage. A month after they have removed all Afflictions, they recover their senses and can be active again.
Each time a character recovers from a breakdown, their minimum Stress increases by 10.
Chapter 9: Rest & Downtime
Survivors need to rest at some point, if only to catch their breath between action, treat wounds, and prepare for upcoming dangers. This chapter defines the long rest period, some basic activities you might undertake while resting, and how to set up camp for an overnight rest.
Taking a Long Rest
A long rest is a period of downtime, at least 8 hour long, in which characters sit down to perform a few basic tasks, such as eating, drinking, and treating wounds
During a long rest you can spend hit dice, bind any injuries, and consume some essential supplies but anything more intensive will require you to settle down and set up camp for a longer stay.
Basic Activities
During your short rest, whilst you're catching your breath, you can perform some basic activities. Complicated tasks may require you to set up camp first.
Recover Hit Points
Spend your hit dice to recover some lost hit points. If the Bloodied condition p37 is in effect and you have lost half of your hit points, you will need to use a first-aid kit or similar supplies to spend any hit dice.
Regain Talent Uses
When you take a long rest Survivors regain all used talent slots.
Eat & Drink
If Survival Conditions p39 are in effect, you can use this time to eat some food and drink to satiate your hunger or thirst. In addition, if you are suffering from exhaustion caused by one of your conditions, you can remove it if your condition is sufficiently improved.
Change Inventory Quickslots
If the Quickdraw inventory rules p23 are in effect, you can change your three selected Quickdraw items.
Treat Wounds
If you are suffering from any lingering wounds p37, you can treat them if you have sufficient first-aid resources.
Research/Investigate
Research, read, or investigate something within reach such as an encrypted book, a maps of areas nearby.
Setting up Camp
If you decide to rest for a prolonged period of time or need to perform some complicated tasks it's time to set up camp. Find a secure site, start a campfire, pitch your tents, and secure any animals, vehicles, or cargo.
There are five basic steps to follow when trying to set up camp:
- Make Camp: Make Camping checks to see how well you set up camp the more successes you have, the nicer your camp site is.
- Nominate the Lookout: The lookout is in charge of camp defence, keeping watch for any threats.
- Perform Camp Activities: Each party member (who is not on lookout duty) can perform one primary camp-related activity in addition to any other basic short rest activities.
- Sleep: Try to get some rest for a few hours.
- Pack Up: Pack up camp and prepare to move on.
Making Camp
To make camp, each party member must roll a Camping check—a Strength/Intelligence/Wisdom (Survival) ability check—against a target DC (see the Camping DC table) as they each try to help set up the campsite.
The more successes the party has, the more thoroughly they prepare the final campsite, making it easier to defend, rest, and perform other camp activities.
Camping Check DC
| DC | Description |
|---|---|
| 10 | Safe, dry land is easy to find / the weather is clear |
| 15 | A campsite requires effort to find / there's bad weather: rain, light snow, heavy fog, etc. |
| 20 | It's hard to find a safe campsite / the weather is terrible: heavy rain, a fierce storm, heavy wins. |
Camping Results
| Failures | Description |
|---|---|
| 0 | A perfect campsite. Activity checks are DC 5. |
| 1 | A decent campsite with one glaring flaw. Activity checks are DC 10. |
| 2+ | A shoddy campsite just barely fit for purpose. Activity checks are DC 15. |
Camping Equipment
It's hard to set up camp if you're relying on nature alone to provide you with shelter and comfort. If you don't have any appropriate camping equipment such as a sleeping bag or tent roll your Camping check with disadvantage.
Some equipment, such as a two-person tent, may count as camping gear for multiple people, if they're willing to share.
Variant: Alternate Skills
If you want to support skills other than Survival when making camp, consider this Alternate Skills variant.
Depending on your character and background, you may use another skill instead of Survival if appropriate when making your Camping check. For example:
- Athletics: You help by moving something heavy to clear space for the camp.
- Investigation: You help by finding good wood and other natural fuel for the campfire.
- Nature: You help by checking the site isn't in the territory of any dangerous, wild animals.
At least one Camping check must be made using the Survival skill, and any alternate skills can only be used by one party member so choose who rolls which skill.
The Lookout
It's a great risk to set up camp without appointing someone to watch out for any would-be intruders. A lookout is in charge of camp security and keeps an eye out for potential threats.
If you are the lookout, roll an Intelligence (Survival) check to see how well you secure the camp against potential dangers. If you have any tools or equipment that might help traps, bells or other alarms you may roll your check with advantage.
- Success: You noted some weak spots in the camp's defence and secured them.
- Failure: You made a bad job of securing the camp. You have disadvantage on perception checks against any would-be intruders while camping.
Focus
Being on lookout takes a good deal of focus. If you are on lookout, you cannot join in with any camp activities besides eating, drinking, and sleeping.
Camp Activities
While camping, you can perform one primary activity (in addition to the normal basic activities) before you sleep. Below are listed some example activities, if an activity is not covered here, discuss it with your DM.
| • | Cook food | • | Tell a story |
| • | Repair an item | • | Craft an item |
| • | Brew drinks | • | Play a game |
| • | Play music | • | Relax in solitude |
Regaining Hit Dice
Some activities such as eating a hot meal or drinking a restorative allow you to regain spent hit dice. These activities stack with each other: if you eat a hot meal, drink a restorative, and get a good night’s sleep, you regain 3 spent hit dice in total.
Cook Food
If you know how to cook and have the right supplies, you can prepare a meal for the group. This requires the use of a campfire and cooking tools. Expend one use of your cooking supplies to attempt one of the following actions:
- Create rations: You slow-cook and preserve some fresh ingredients—usually meat or grains—to create 1d4 + 1 new, basic food rations that can be preserved.
- Stretch rations: You thin out some basic rations into a simple meal, feeding two people for each ration you cook. If cooked successfully, everyone who eats gains 1d4 + 1 hit points (max. once per day).
- Cook a hot meal: You cook a hot meal for everyone, using one ration—or ration substitute—per person. If cooked successfully, everyone who eats the hot meal regains 1 spent hit die (max. once per day).
Before you serve the meal, roll a Wisdom (Survival) check to see how well you prepared everything. Meals spoil after an hour, losing any restorative properties.
- Success: The meal is well made.
- Failure: You spoiled the meal and wasted the ingredients no one can eat your cooking.
Brew drinks
If you know how to brew drinks and have the right supplies, you can prepare some for the group. This requires a campfire and brewer's kit. Expend one use of your brewing supplies to try one of the following actions:
- Create rations: You distill some impure water overnight to create 1d4 + 1 new, drinkable rations.
- Brew a balm: With a few herbs you turn some basic water rations into a delicious, soothing drink one ration per two drinks. Everyone who drinks a fresh balm gains 1d4 + 1 hit points (max. once per day).
- Brew a restorative: You turn some basic water rations into a tasty, hot drink using one ration per drink. Everyone who drinks a fresh restorative regains 1 spent hit die (max. once per day).
Before you serve the drinks, roll a Wisdom (Survival) check to see how well you prepared everything. Your brews lose their restorative properties after an hour.
- Success: The drinks are well made.
- Failure: You spoiled the brew and wasted the ingredients no one can stomach your drinks.
Play Music
If you know how to play an instrument, you can attempt to play some music for the group. Roll a Dexterity (Performance) check to see how well you play.
- Success: You perform well and inspire one of your allies. Choose a party member other than yourself or the lookout that character gains a point of inspiration.
- Failure: You made an embarrassing mistake.
Tell a Story
Everyone likes to hear a good story. If you are proficient in Science, History, or Religion or are carrying an interesting book, you can attempt to tell a captivating story to the group. Roll a Charisma (Performance) check.
- Success: Your story is well told and inspires an ally. Choose a party member other than yourself or the lookout that character gains a point of inspiration.
- Failure: You made an embarrassing mistake.
Repair a Item
If you're proficient with certain tools, you may perform basic repairs on damaged equipment sharpening a blunt sword, sewing torn clothes, hammering out some dented armour. You can try to remove one notch from an item with a successful Intelligence (Tool) check.
- Success: You successfully remove one notch.
- Failure: You were unable to make the repairs.
Craft an Item
You can spend time crafting simple items bandages, salves, arrows if you have the right materials and tools. Roll the appropriate check for your specific craft.
- Success: You successfully craft your item.
- Failure: You were unable to craft the item.
Play a Game
If you have a gaming set and know the rules, you can play a game to unwind. Anyone can join in—so long as they're not occupied with another activity but at least one person playing must be proficient in the rules. Everyone who plays can roll an Intelligence (Game) ability check the highest roll wins.
- Winner: You feel inspired, gain a point of inspiration.
- Loser: You lost the game
Relax in Solitude
If you prefer to spend some time alone reading a book, meditating, painting you can do so. Roll a Wisdom ability check to see if you are able to unwind.
- Success: You feel inspired by your seclusion gain a point of inspiration.
- Failure: You couldn't relax as something or someone was irritating you too much.
Getting Some Sleep
Sometimes the best way to clear your mind is to shut it down for a while rest is the best medicine. When you attempt to sleep, make a sleeping check (Constitution saving throw) against the Camping Activity DC if you are sleeping in a sleeping bag or tent, you can make the roll with advantage.
- Success: Your sleep was undisturbed. Regain 1 spent hit die (max. once per day).
- Failure: You couldn't sleep well, waking up tired
Wearing Armour
Armour, while great for defence, can be uncomfortable to rest in. If you choose to keep your armour on while you sleep, roll your sleeping check with disadvantage.
The Lookout
While the lookout is on active guard duty, they can still make a sleeping check assume that they have a quick nap whilst the other party members are still awake.
The lookout rolls their sleeping check with disadvantage, however it's hard to feel completely refreshed after a night on watch.
Packing Up
When you decide to move on, it's time to pack up camp put out your campfire, strap on your gear, and get back to the adventure. This may take a little time, depending on the size and permanency of your camp.
Ambushed!
A warm campfire and the smell of delicious, hot food can attract attention out in the dark wilds from cruel bandits, to hungry zombies, to bloodthirsty cultists. If you let your guard down, you might find both your sleep and your life cut surprisingly short.
If an intruder approaches, the lookout rolls a Wisdom (Perception) check against the intruder's Stealth:
- Success: The lookout is able to detect the intruders and, if they choose to, rouse the party with enough time for people to don simple armour.
- Failure: The lookout and the rest of the party are caught off-guard and surprised.
False Alerts
Out in the dark, it's easy to worry about every shadowed movement and every distant noise a cracked twig, a far off growl, a whisper on the wind. A nervous lookout Occasionally, the DM may ask the lookout to make a Wisdom (Perception) roll to detect a false alarm:
- Success: The lookout realizes that it's just a false alarm and doesn't rouse the party.
- Failure: The lookout thinks danger approaches and wakes the party unnecessarily. Their sleep is disturbed for the rest of the night.
Variant: Conditions
If you are using the Survival Conditions rules p39, some of these camping activities can provide additional benefits and improve certain character conditions:
- Eating: If you eat a hot meal, you heal 2 hunger.
- Drinking: If you drink a restorative, you heal 2 thirst.
- Sleeping: If you sleep undisturbed, you heal 3 fatigue.
Variant: Stress
The adventuring life is a stressful business, but a little downtime around a roaring fire can help you to unwind.
If you are using the Stress rules (p72), camp activities can affect your Stress levels. When you make a camping activity check, the following also applies to your result:
- Success: You heal a minor amount of Stress.
- Failure: You gain a minor amount of Stress.
Some camp activities such as those listed below have additional Stress-related effects depending on whether you succeed or fail.
Cook Food / Brew Drinks
If you successfully cook a meal (stretched rations / hot meal) or brew some drinks (balm / restorative), you heal a minor amount of Stress from everyone you serve.
Be the Lookout
If you successfully secure the camp, you heal a minor amount of Stress from everyone. If you fail, however, everyone instead gains a minor amount of Stress.
In addition, if an intruder slips past your guard during the night, you gain a moderate amount of Stress.
Play Music / Tell a Story
If you perform well, you heal a minor amount of Stress from everyone that is listening to you perform.
Play a Game
If you win a game, you heal a moderate amount of Stress. If you lose (or tie), you heal a minor amount
Sleeping
If you get some undisturbed sleep, you heal a major amount of Stress. If your sleep is restless, broken, or interrupted by an intruder, you instead gain a moderate amount of Stress.
Chapter 10: Challenges
DZA’s challenges are a little different than those found in the Monster Manual. For example, zombies in “Romero-style” horror don’t usually use slam attacks but rely on grappling and biting to deal damage. Furthermore, any bite from a zombie is usually fatal, as they carry a disease that kills its victims.
Some NPCs are also different. Bandits wear leather jackets and carry pistols and Hatchet. Soldiers are armed with assault rifles.
Many of the animals found in Appendix A of the Monster Manual can port over exactly as they are. And survivors are the same as commoners, except they also carry revolvers or semi-auto pistols, making their CR 1/8 (25 XP).
Here are some of the most common challenges the characters will face in DZA.
Zombie
Medium undead, neutral
- Armour Class 8
- Hit Points 7 (1d8 + 3)
- Speed 20ft.
STR DEX CON INT WIS CHA 13(+1) 6(-2) 16(+3) 3(-4) 6(-2) 5(-3)
- Saving Throws Wis +0
- Damage Immunities poison
- Condition Immunities charmed, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages -
- Challenge 1/8 (25 XP)
- Undead Fortitude. Zombies do not require air, food, drink, or sleep. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage, and if the target is a creature it is grappled (escape DC 11).
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature the zombie is grappling. Hit: 3 (1d4 + 1) piercing damage and the target must succeed on a DC 13 Constitution saving throw or contract the zombie rot disease. The diseased target can’t regain hit points, and its hit point maximum decreases by 7 (2d6) for every 24 hours that elapse. If the disease reduces the target’s hit point maximum to 0, the target dies and returns to life as a zombie in 1d4 hours.
Bandit
Medium humanoid (human), neutral evil
- Armour Class 12 (leather jacket)
- Hit Points 11 (2d8 + 2)
- Speed 30ft.
STR DEX CON INT WIS CHA 11(+0) 12(+1) 12(+1) 10(+0) 10(+0) 10(+0)
- Senses Passive Perception 10
- Languages any one language (usually English)
- Challenge 1/4 (50 XP)
Actions
- Hatchet. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
- Semi-Auto Pistol. Ranged Weapon Attack: +3 to hit, range 50/150 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Bandit Leader
Medium humanoid (human), any non-lawful
- Armour Class 14 (Stab-proof Vest)
- Hit Points 22 (4d8 + 4)
- Speed 30ft.
STR DEX CON INT WIS CHA 14(+2) 13(+1) 12(+1) 11(+0) 12(+1) 12(+1)
- saving Throws Str +4, Dex +3, Wis +3
- Skills Athletics +4, Deception +3
- Senses passive Perception 11
- Languages any one language (usually English)
- Challenge 1/2 (100 XP)
Actions
- Multiattack. The leader makes two melee attacks.
- Hatchet. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
- Break-Action Shotgun. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Wolf
Medium beast, unaligned
- Armour Class 13 (natural armour)
- Hit Points 11 (2d8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 3 (−4) 12 (+1) 6 (−2)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages —
- Challenge 1/4 (50 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Bear
Large beast, unaligned
- Armour Class 11 (natural armour)
- Hit Points 34 (4d10)
- Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 1 (200 XP)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Soldier Leader
Medium humanoid (human), any lawful
- Armour Class 16 (Lightweight Polymer)
- Hit Points 78 (12d8 + 24)
- Speed 30ft.
STR DEX CON INT WIS CHA 13(+1) 14(+2) 14(+2) 12(+1) 13(+1) 12(+1)
- Saving Throws Str +3, Dex +4, Con +3
- Skills Athletics +3, Intimidation +2, Survival +3
- Senses passive Perception 11
- Languages any one language (usually English)
- Challenge 2 (450 XP)
Actions
- Multiattack. The soldier makes two melee attacks.
- Hunting Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Assault Rifle. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
- Spray. The soldier targets a point that it can see within 80 feet of it. Each creature in a 10-foot-cube area centered on that point must succeed on a DC 15 Dexterity saving throw or take 11 (2d8 + 2) piercing damage. This action uses 10 pieces of its automatic rifle’s ammunition.
- Leadership (Recharges after a Short or Long Rest). For 1 minute, the leader can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the leader. A creature can benefit from only one Leadership die at a time. This effect ends if the leader is incapacitated.
Soldier
Medium humanoid (human), any lawful
- Armour Class 15 (Soft Ballistic Vest)
- Hit Points 52 (8d8 + 16)
- Speed 30ft.
STR DEX CON INT WIS CHA 13(+1) 13(+1) 14(+2) 10(+0) 10(+0) 10(+0)
- Skills Athletics +3, Survival +2
- Senses passive Perception 10
- Languages any one language (usually English)
- Challenge 2 (450 XP)
Actions
- Multiattack. The soldier makes two melee attacks.
- Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
- Assault Rifle. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
- Spray. The soldier targets a point that it can see within 80 feet of it. Each creature in a 10-foot-cube area centered on that point must succeed on a DC 15 Dexterity saving throw or take 11 (2d8 + 2) piercing damage. This action uses 10 pieces of its automatic rifle’s ammunition.
The Zombies
Have Risen
This document contains a combination of two great Homebrews that I quite enjoy, they have been borrowed and turned into what I call The Darkest Zombie Apocalypse (DZA).
The homebrews I have adapted are: ZACS 5e and Darker Dungeons, I have taken both and combined them into an intense Zombie Apocalypse with my own flare.
Credits
Much of this document is shamelessly stolen from other great homebrew works that I enjoy plus some of my own ideas mashed together hopefully into a cohesive mess:
-
Created and compiled
By Data Reaper -
Darker Dungeons
By Giffyglyph -
ZACS 5e
By DM Dave -
Modern Handbook
By u/AeronDrake -
d20 Modern Conversions
By u/Altavus -
Cover Image
From AMCs The Walking Dead -
Page 29: Black Stalker
By hagtorp762 -
Inside Cover
Life After by Net Ease Games -
Page 35: Couple & Page 47: Soldiers
This War of Mine by 11 Bit Studios -
Page 18: Zombie
Found via UndeadLabs